pilot wave tech: Bells theorem - field is always on for no energy cost pilot wave tech: principle of locality - 0.9x damage taken while inside pilot wave field, -2 choices hidden-variable theory 1.2->1.3 damage per field tech WIMPS spawn 4->5 research per level bug fixes fixed exploit with final tech power up on subway level
1839 lines
108 KiB
JavaScript
1839 lines
108 KiB
JavaScript
let powerUp = [];
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const powerUps = {
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ejectGraphic(color = "68, 102, 119") {
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 100,
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color: `rgba(${color}, 0.8)`,
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time: 4
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 75,
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color: `rgba(${color}, 0.6)`,
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time: 8
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 50,
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color: `rgba(${color}, 0.3)`,
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time: 12
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 25,
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color: `rgba(${color}, 0.15)`,
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time: 16
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});
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},
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healGiveMaxEnergy: false, //for tech 1st ionization energy
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orb: {
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research(num = 1) {
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if (num === 1) return `<div class="research-circle"></div> `
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="research-circle" style="position:absolute; top:1.5px; left:${i * 0.6}em;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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ammo(num = 1) {
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switch (num) {
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case 1:
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return `<div class="ammo-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i * 0.6}em;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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heal(num = 1) {
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if (powerUps.healGiveMaxEnergy) {
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if (num === 1) return `<div class="heal-circle-energy"></div>`
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="heal-circle-energy" style="position:absolute; top:1px; left:${i * 0.6}em;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) text += ' '
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return text
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} else {
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if (num === 1) return `<div class="heal-circle"></div>`
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i * 0.6}em;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) text += ' '
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return text
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}
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},
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tech(num = 1) {
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return `<div class="circle-grid tech tooltip" style="width: 1.32em; height: 1.32em;"><span class="tooltiptext color-m">tech</span></div>`
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},
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field(num = 1) {
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return `<div class="circle-grid field tooltip"><span class="tooltiptext color-f">field</span></div>`
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},
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gun(num = 1) {
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return `<div class="circle-grid gun tooltip"><span class="tooltiptext color-g">gun</span></div>`
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},
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gunTech(num = 1) {
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return `<div class="circle-grid tech tooltip" style="position:relative; top:-0.05em; left:0.55em;opacity:0.8;margin-left:-0.55em;"><span class="tooltiptext"><span class="color-g">gun</span><span class="color-m">tech</span></span></div>
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<div class="circle-grid gun tooltip" style="position:relative; top:-0.05em; left:-0.55em; opacity:0.65;margin-right:-0.55em;"><span class="tooltiptext"><span class="color-g">gun</span><span class="color-m">tech</span></span></div>`
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},
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fieldTech(num = 1) {
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return `<div class="circle-grid tech tooltip" style="position:relative; top:-0.05em; left:0.55em;opacity:0.8;margin-left:-0.55em;"><span class="tooltiptext"><span class="color-f">field</span><span class="color-m">tech</span></span></div>
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<div class="circle-grid field tooltip" style="position:relative; top:-0.05em; left:-0.55em;opacity:0.65;margin-right:-0.55em;"><span class="tooltiptext"><span class="color-f">field</span><span class="color-m">tech</span></span></div>`
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},
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coupling(num = 1) {
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switch (num) {
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case 1:
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return `<div class="coupling-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="coupling-circle" style="position:absolute; top:1.5px; left:${i * 0.5}em;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += '  '
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}
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return text
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},
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boost(num = 1) {
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switch (num) {
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case 1:
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return `<div class="boost-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="boost-circle" style="position:absolute; top:1.5px; left:${i * 8}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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},
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totalPowerUps: 0, //used for tech that count power ups at the end of a level
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do() { },
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setPowerUpMode() {
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if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
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powerUps.draw = powerUps.drawDup
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if (tech.isPowerUpsVanish) {
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if (tech.isHealAttract) {
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powerUps.do = () => {
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powerUps.dupExplode();
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powerUps.draw();
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powerUps.attractHeal();
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}
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} else {
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powerUps.do = () => {
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powerUps.dupExplode();
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powerUps.draw();
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}
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}
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} else if (tech.isHealAttract) {
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powerUps.do = () => {
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powerUps.draw();
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powerUps.attractHeal();
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}
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} else {
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powerUps.do = () => powerUps.draw();
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}
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} else {
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powerUps.draw = powerUps.drawCircle
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if (tech.isHealAttract) {
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powerUps.do = () => {
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powerUps.draw();
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powerUps.attractHeal();
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}
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} else {
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powerUps.do = powerUps.draw
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}
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}
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},
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draw() { },
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drawCircle() {
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ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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},
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drawDup() {
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ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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if (powerUp[i].isDuplicated) {
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let vertices = powerUp[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j++) {
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ctx.lineTo(vertices[j].x, vertices[j].y);
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}
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ctx.lineTo(vertices[0].x, vertices[0].y);
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} else {
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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}
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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},
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attractHeal() {
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for (let i = 0; i < powerUp.length; i++) { //attract heal power ups to player
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if (powerUp[i].name === "heal") {
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let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.015 * powerUp[i].mass)
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powerUp[i].force.x += attract.x;
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powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
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Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
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}
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}
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},
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dupExplode() {
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated) {
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if (Math.random() < 0.003 && !m.isTimeDilated) { // (1-0.003)^240 = chance to be removed after 4 seconds, 240 = 4 seconds * 60 cycles per second
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b.explosion(powerUp[i].position, 175 + (11 + 3 * Math.random()) * powerUp[i].size);
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if (powerUp[i]) {
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Matter.Composite.remove(engine.world, powerUp[i]);
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powerUp.splice(i, 1);
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}
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break
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}
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if (Math.random() < 0.3) { //draw electricity
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const mag = Math.max(1, 4 + powerUp[i].size / 5)
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let unit = Vector.rotate({ x: mag, y: mag }, 2 * Math.PI * Math.random())
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let path = { x: powerUp[i].position.x + unit.x, y: powerUp[i].position.y + unit.y }
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ctx.beginPath();
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ctx.moveTo(path.x, path.y);
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for (let i = 0; i < 6; i++) {
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unit = Vector.rotate(unit, 4 * (Math.random() - 0.5))
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path = Vector.add(path, unit)
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ctx.lineTo(path.x, path.y);
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}
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ctx.lineWidth = 0.5 + 2 * Math.random();
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ctx.strokeStyle = "#000"
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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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choose(type, index) {
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if (type === "gun") {
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b.giveGuns(index)
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let text = `<div class="circle-grid gun"></div> b.giveGuns("<strong class='color-text'>${b.guns[index].name}</strong>")`
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if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
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if (b.inventory.length === 2) text += `
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<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
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<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
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simulation.inGameConsole(text);
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} else if (type === "field") {
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m.setField(index)
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} else if (type === "tech") {
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simulation.inGameConsole(`<div class="circle-grid tech"></div> <span class='color-var'>tech</span>.giveTech("<strong class='color-text'>${tech.tech[index].name}</strong>")`);
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tech.giveTech(index)
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}
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powerUps.endDraft(type);
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},
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showDraft() {
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simulation.isChoosing = true; //stops p from un pausing on key down
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//disable clicking for 1/2 a second to prevent mistake clicks
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document.getElementById("choose-grid").style.pointerEvents = "none";
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document.body.style.cursor = "none";
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setTimeout(() => {
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document.body.style.cursor = "auto";
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document.getElementById("choose-grid").style.pointerEvents = "auto";
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document.getElementById("choose-grid").style.transitionDuration = "0s";
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}, 400);
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if (!simulation.paused) {
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if (tech.isNoDraftPause || level.isNoPause) {
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document.getElementById("choose-grid").style.opacity = "1"
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} else {
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simulation.paused = true;
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document.getElementById("choose-grid").style.opacity = "1"
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}
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document.getElementById("choose-grid").style.transitionDuration = "0.5s"; //how long is the fade in on
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document.getElementById("choose-grid").style.visibility = "visible"
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requestAnimationFrame(() => {
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ctx.fillStyle = `rgba(150,150,150,0.9)`; //`rgba(221,221,221,0.6)`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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});
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}
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},
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endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
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if (isCanceled) {
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if (tech.isCancelDuplication) {
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const value = 0.06
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tech.duplication += value
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simulation.inGameConsole(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${value}`)
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simulation.circleFlare(value);
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}
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if (tech.isCancelRerolls) {
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for (let i = 0, len = 8 + 4 * Math.random(); i < len; i++) {
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let spawnType
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if (Math.random() < 0.4) {
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spawnType = "ammo"
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} else if (Math.random() < 0.33 && !tech.isSuperDeterminism) {
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spawnType = "research"
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} else {
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spawnType = "heal"
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}
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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}
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if (tech.isCancelCouple) powerUps.spawnDelay("coupling", 8)
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if (tech.isCancelTech && tech.cancelTechCount === 0 && type !== "entanglement") {
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tech.cancelTechCount++
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// powerUps.research.use('tech')
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powerUps[type].effect();
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return
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}
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}
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if (tech.isAnsatz && powerUps.research.count < 1) {
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for (let i = 0; i < 3; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
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}
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// document.getElementById("choose-grid").style.display = "none"
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document.getElementById("choose-grid").style.visibility = "hidden"
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document.getElementById("choose-grid").style.opacity = "0"
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document.body.style.cursor = "none";
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// document.body.style.overflow = "hidden"
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// if (m.alive){}
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if (simulation.paused) requestAnimationFrame(cycle);
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if (m.alive) simulation.paused = false;
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simulation.isChoosing = false; //stops p from un pausing on key down
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build.unPauseGrid()
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if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
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if (m.holdingTarget) m.drop();
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},
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animatePowerUpGrab(color) {
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simulation.ephemera.push({
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// name: "",
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count: 25, //cycles before it self removes
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do() {
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this.count -= 2
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if (this.count < 5) simulation.removeEphemera(this.name)
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, Math.max(3, this.count), 0, 2 * Math.PI);
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ctx.fillStyle = color
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ctx.fill();
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// ctx.strokeStyle = "hsla(200,50%,61%,0.18)";
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// ctx.stroke();
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},
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})
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},
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instructions: {
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name: "instructions",
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color: "rgba(100,125,140,0.35)",
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size() {
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return 130
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},
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effect() {
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Matter.Body.setVelocity(player, { x: 0, y: 0 });//power up is so big it launches the player, this stops that
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requestAnimationFrame(() => { //add a background behind the power up menu
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ctx.fillStyle = `rgba(150,150,150,0.9)`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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});
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powerUps.animatePowerUpGrab('rgba(0, 0, 0,0.6)')
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if (!simulation.paused) {
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simulation.paused = true;
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simulation.isChoosing = true; //stops p from un pausing on key down
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document.body.style.cursor = "auto";
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document.getElementById("choose-grid").style.pointerEvents = "auto";
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document.getElementById("choose-grid").style.transitionDuration = "0s";
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}
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//build level info
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document.getElementById("choose-grid").classList.add('choose-grid-no-images');
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document.getElementById("choose-grid").classList.remove('choose-grid');
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document.getElementById("choose-grid").style.gridTemplateColumns = "800px"//adjust this to increase the width of the whole menu, but mostly the center column
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let lore = localSettings.loreCount > 0 ? "lore.unlockTesting() //press T to enter testing" : ""
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let text = `<div class="grid-container" style = "font-size:1rem;padding: 0px;"><pre> <strong>//console commands</strong>
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powerUps.instructions.effect() //reproduce this message
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powerUps.warp.effect() //warp to any level
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tech.giveTech("name") //replace "name" with tech name
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m.setField("name") //standing wave perfect diamagnetism negative mass molecular assembler plasma torch time dilation metamaterial cloaking pilot wave wormhole grappling hook
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b.giveGuns("name") //nail gun shotgun super balls wave missiles grenades spores drones foam harpoon mine laser
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tech.damage *= 2 //2x damage
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m.immuneCycle = Infinity //immune to damage
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m.coyoteCycles = Infinity //air jumps
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m.energy = 0 //set energy
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m.health = 1 //set health
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m.maxHealth = 1 //set max health
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m.maxEnergy = 1 //set max energy
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simulation.enableConstructMode() //press T to build with mouse
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${lore}
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Matter.Body.setPosition(player, simulation.mouseInGame);
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spawn.bodyRect(simulation.mouseInGame.x, simulation.mouseInGame.y, 50, 50)
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spawn.randomLevelBoss(simulation.mouseInGame.x, simulation.mouseInGame.y)
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powerUps.spawn(m.pos.x, m.pos.y, "name") //tech gun field heal ammo research coupling boost instructions entanglement
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//this URL downloads newest version of n-gon
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https://codeload.github.com/landgreen/n-gon/zip/refs/heads/master
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<strong>chrome</strong> <strong>firefox</strong>
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<strong>Win/Linux:</strong> Ctrl + Shift + J Ctrl + Shift + J
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<strong>Mac:</strong> Cmd + Option + J Cmd + Shift + J</pre></div><div class="choose-grid-module" id="exit" style="text-align: center;font-size: 1.3rem;">exit</div>`
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document.getElementById("choose-grid").innerHTML = text
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//show level info
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document.getElementById("choose-grid").style.opacity = "1"
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document.getElementById("choose-grid").style.transitionDuration = "0.3s"; //how long is the fade in on
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document.getElementById("choose-grid").style.visibility = "visible"
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document.getElementById("exit").addEventListener("click", () => {
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level.unPause()
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document.body.style.cursor = "none";
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|
//reset hide image style
|
|
if (localSettings.isHideImages) {
|
|
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid');
|
|
} else {
|
|
document.getElementById("choose-grid").classList.add('choose-grid');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid-no-images');
|
|
}
|
|
});
|
|
},
|
|
},
|
|
warp: {
|
|
name: "warp",
|
|
color: "rgb(110,155,160)",
|
|
size() {
|
|
return 30
|
|
},
|
|
load(name) {
|
|
level.levels[level.onLevel + 1] = name
|
|
powerUps.warp.exit()
|
|
level.nextLevel();
|
|
// simulation.clearNow = true
|
|
},
|
|
exit() {
|
|
level.unPause()
|
|
document.body.style.cursor = "none";
|
|
//reset hide image style
|
|
if (localSettings.isHideImages) {
|
|
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid');
|
|
} else {
|
|
document.getElementById("choose-grid").classList.add('choose-grid');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid-no-images');
|
|
}
|
|
},
|
|
effect() {
|
|
requestAnimationFrame(() => { //add a background behind the power up menu
|
|
ctx.fillStyle = `rgba(150,150,150,0.9)`;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
});
|
|
powerUps.animatePowerUpGrab('rgba(0, 0, 0,0.6)')
|
|
|
|
if (!simulation.paused) {
|
|
simulation.paused = true;
|
|
simulation.isChoosing = true; //stops p from un pausing on key down
|
|
document.body.style.cursor = "auto";
|
|
document.getElementById("choose-grid").style.pointerEvents = "auto";
|
|
document.getElementById("choose-grid").style.transitionDuration = "0s";
|
|
}
|
|
//build level info
|
|
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid');
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = "200px"//adjust this to increase the width of the whole menu, but mostly the center column
|
|
let text = `<div class="choose-grid-module" style="font-size: 1.5rem;color:rgb(110,155,160);text-align:center;"><strong>WARP</strong></div>`
|
|
text += `<div class="choose-grid-module" id="exit" style="font-size: 1rem;color:rgb(110,155,160);text-align:right;padding-right:5px;"><strong>cancel</strong></div>`
|
|
text += `<div class="choose-grid-module" style="font-size: 1rem;color:rgb(110,155,160);background-color:#444;text-align:center;">level.uniqueLevels</div>`
|
|
for (let i = 0; i < level.uniqueLevels.length; i++) {
|
|
text += `<div class="choose-grid-module" style="font-size: 1rem;padding-left:5px;" onclick="powerUps.warp.load('${level.uniqueLevels[i]}')">${level.uniqueLevels[i]}</div>` //id="uniqueLevels-warp-${i}"
|
|
}
|
|
text += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.playableLevels</div>`
|
|
for (let i = 0; i < level.playableLevels.length; i++) {
|
|
text += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.playableLevels[i]}')">${level.playableLevels[i]}</div>`
|
|
}
|
|
text += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.communityLevels</div>`
|
|
for (let i = 0; i < level.communityLevels.length; i++) {
|
|
text += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.communityLevels[i]}')">${level.communityLevels[i]}</div>`
|
|
}
|
|
text += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.trainingLevels</div>`
|
|
for (let i = 0; i < level.trainingLevels.length; i++) {
|
|
text += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.trainingLevels[i]}')">${level.trainingLevels[i]}</div>`
|
|
}
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
//show level info
|
|
document.getElementById("choose-grid").style.opacity = "1"
|
|
document.getElementById("choose-grid").style.transitionDuration = "0.3s"; //how long is the fade in on
|
|
document.getElementById("choose-grid").style.visibility = "visible"
|
|
|
|
document.getElementById("exit").addEventListener("click", () => {
|
|
powerUps.warp.exit()
|
|
});
|
|
},
|
|
},
|
|
difficulty: {
|
|
name: "difficulty",
|
|
color: "#000",
|
|
size() {
|
|
return 80 / Math.pow(localSettings.difficultyMode, 1.5);
|
|
},
|
|
effect() {
|
|
const initialDifficultyMode = simulation.difficultyMode
|
|
requestAnimationFrame(() => { //add a background behind the power up menu
|
|
ctx.fillStyle = `rgba(150,150,150,0.9)`;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
});
|
|
powerUps.animatePowerUpGrab('rgba(0, 0, 0,0.6)')
|
|
|
|
if (!simulation.paused) {
|
|
simulation.paused = true;
|
|
simulation.isChoosing = true; //stops p from un pausing on key down
|
|
document.body.style.cursor = "auto";
|
|
document.getElementById("choose-grid").style.pointerEvents = "auto";
|
|
document.getElementById("choose-grid").style.transitionDuration = "0s";
|
|
}
|
|
//build level info
|
|
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid');
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = "390px" //adjust this to increase the width of the whole menu, but mostly the center column
|
|
|
|
//<div class="row" id="constraint-1"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> boss on each level</div>
|
|
//<div class="row" id="constraint-2"><strong>more</strong> mobs per level<br><strong>faster</strong> mobs per level</div>
|
|
//<div class="row" id="constraint-3"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>
|
|
//<div class="row" id="constraint-4"><strong>+1</strong> boss on each level<br>bosses spawn <strong>1</strong> fewer ${powerUps.orb.tech()}</div>
|
|
//<div class="row" id="constraint-5"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>
|
|
//<div class="row" id="constraint-6"><strong>0.5x</strong> initial <strong class='color-d'>damage</strong><br><strong>2x</strong> initial <strong class='color-defense'>damage taken</strong></div>
|
|
|
|
let text = `<div>
|
|
<div class="grid-container">
|
|
<div class="left-column">
|
|
<input type="range" id="difficulty-slider" name="temp" type="range" step="1" value="1" min="1" max="7" list="values" dir="ltr"/>
|
|
<datalist id="values">
|
|
<option value="1"></option>
|
|
<option value="2"></option>
|
|
<option value="3"></option>
|
|
<option value="4"></option>
|
|
<option value="5"></option>
|
|
<option value="6"></option>
|
|
<option value="7"></option>
|
|
</datalist>
|
|
</div>
|
|
<div class="right-column">
|
|
<div class="row" id="constraint-1"><strong>0.85x</strong> <strong class='color-d'>damage</strong> per level<br><strong>1.25x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
|
|
<div class="row" id="constraint-2">spawn <strong>more</strong> mobs<br>mobs move <strong>faster</strong></div>
|
|
<div class="row" id="constraint-3">spawn a <strong>2nd</strong> boss each level<br>bosses spawn <strong>0.5x</strong> power ups</div>
|
|
<div class="row" id="constraint-4"><strong>0.85x</strong> <strong class='color-d'>damage</strong> per level<br><strong>1.25x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
|
|
<div class="row" id="constraint-5"><strong>+1</strong> random <strong class="constraint">constraint</strong> each level<br>fewer initial power ups</div>
|
|
<div class="row" id="constraint-6"><strong>0.5x</strong> initial <strong class='color-d'>damage</strong><br><strong>2x</strong> initial <strong class='color-defense'>damage taken</strong></div>
|
|
<div class="row" id="constraint-7"><strong>+1</strong> random <strong class="constraint">constraint</strong> each level<br>fewer ${powerUps.orb.tech()} spawn</div>
|
|
</div>
|
|
<div class="far-right-column">
|
|
<div id = "constraint-1-record">${localSettings.difficultyCompleted[1] ? "⚆" : " "}</div>
|
|
<div id = "constraint-2-record">${localSettings.difficultyCompleted[2] ? "⚆" : " "}</div>
|
|
<div id = "constraint-3-record">${localSettings.difficultyCompleted[3] ? "⚆" : " "}</div>
|
|
<div id = "constraint-4-record">${localSettings.difficultyCompleted[4] ? "⚆" : " "}</div>
|
|
<div id = "constraint-5-record">${localSettings.difficultyCompleted[5] ? "⚆" : " "}</div>
|
|
<div id = "constraint-6-record">${localSettings.difficultyCompleted[6] ? "⚇" : " "}</div>
|
|
<div id = "constraint-6-record">${localSettings.difficultyCompleted[7] ? "⚇" : " "}</div>
|
|
</div>
|
|
</div>
|
|
<div class="choose-grid-module" id="choose-difficulty">
|
|
confirm difficulty parameters
|
|
</div>
|
|
</div>`
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
//show level info
|
|
document.getElementById("choose-grid").style.opacity = "1"
|
|
document.getElementById("choose-grid").style.transitionDuration = "0.3s"; //how long is the fade in on
|
|
document.getElementById("choose-grid").style.visibility = "visible"
|
|
document.getElementById("choose-difficulty").addEventListener("click", () => {
|
|
level.unPause()
|
|
document.body.style.cursor = "none";
|
|
//reset hide image style
|
|
if (localSettings.isHideImages) {
|
|
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid');
|
|
} else {
|
|
document.getElementById("choose-grid").classList.add('choose-grid');
|
|
document.getElementById("choose-grid").classList.remove('choose-grid-no-images');
|
|
}
|
|
if (level.levelsCleared === 0 && initialDifficultyMode !== simulation.difficultyMode) {
|
|
//remove and respawn all power ups if difficulty mode was changed
|
|
for (let i = 0; i < powerUp.length; ++i) Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp = [];
|
|
level.initialPowerUps()
|
|
simulation.trails(30)
|
|
}
|
|
});
|
|
|
|
let setDifficultyText = function (isReset = true) {
|
|
for (let i = 1; i < 8; i++) {
|
|
const id = document.getElementById("constraint-" + i)
|
|
if (simulation.difficultyMode < i) {
|
|
id.style.opacity = "0.15"
|
|
} else {
|
|
id.style.opacity = "1"
|
|
}
|
|
}
|
|
if (isReset) {
|
|
lore.setTechGoal()
|
|
localSettings.difficultyMode = simulation.difficultyMode
|
|
localSettings.levelsClearedLastGame = 0 //after changing difficulty, reset run history
|
|
localSettings.entanglement = undefined //after changing difficulty, reset stored tech
|
|
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
}
|
|
}
|
|
setDifficultyText(false)
|
|
document.getElementById("difficulty-slider").value = simulation.difficultyMode
|
|
document.getElementById("difficulty-slider").addEventListener("input", () => {
|
|
simulation.difficultyMode = document.getElementById("difficulty-slider").value
|
|
setDifficultyText()
|
|
level.setConstraints()
|
|
});
|
|
for (let i = 1; i < 8; i++) {
|
|
document.getElementById("constraint-" + i).addEventListener("click", () => {
|
|
simulation.difficultyMode = i
|
|
document.getElementById("difficulty-slider").value = simulation.difficultyMode
|
|
setDifficultyText()
|
|
level.setConstraints()
|
|
});
|
|
}
|
|
},
|
|
},
|
|
coupling: {
|
|
name: "coupling",
|
|
color: "#0ae", //"#0cf",
|
|
size() {
|
|
return 13;
|
|
},
|
|
effect() {
|
|
powerUps.animatePowerUpGrab('rgba(0, 170, 238,0.3)')
|
|
|
|
m.couplingChange(1)
|
|
},
|
|
// spawnDelay(num) {
|
|
// let count = num
|
|
// let respawnDrones = () => {
|
|
// if (count > 0) {
|
|
// requestAnimationFrame(respawnDrones);
|
|
// if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
|
|
// count--
|
|
// const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
|
|
// powerUps.spawn(where.x, where.y, "coupling");
|
|
// }
|
|
// }
|
|
// }
|
|
// requestAnimationFrame(respawnDrones);
|
|
// }
|
|
},
|
|
boost: {
|
|
name: "boost",
|
|
color: "#f55", //"#0cf",
|
|
size() {
|
|
return 11;
|
|
},
|
|
endCycle: 0,
|
|
duration: null, //set by "tech: band gap"
|
|
damage: null, //set by "tech: band gap"
|
|
isDefense: false,
|
|
effect() {
|
|
powerUps.animatePowerUpGrab('rgba(255, 0, 0, 0.5)')
|
|
powerUps.boost.endCycle = simulation.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - simulation.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
|
|
},
|
|
draw() {
|
|
// console.log(this.endCycle)
|
|
// if (powerUps.boost.endCycle > m.cycle) {
|
|
// ctx.strokeStyle = "rgba(255,0,0,0.8)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
|
// ctx.beginPath();
|
|
// const arc = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
|
// ctx.arc(m.pos.x, m.pos.y, 28, m.angle - Math.PI * arc, m.angle + Math.PI * arc); //- Math.PI / 2
|
|
// ctx.lineWidth = 4
|
|
// ctx.stroke();
|
|
// }
|
|
|
|
if (powerUps.boost.endCycle > simulation.cycle) {
|
|
//gel that acts as if the wind is blowing it when player moves
|
|
ctx.save();
|
|
ctx.translate(m.pos.x, m.pos.y);
|
|
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
|
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
|
ctx.beginPath();
|
|
const radius = 40
|
|
const mag = 8 * Vector.magnitude(m.velocitySmooth) + radius
|
|
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
|
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
|
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
|
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
|
ctx.fillStyle = `rgba(255,0,200,${time})`
|
|
ctx.fill()
|
|
ctx.strokeStyle = "#f09"
|
|
ctx.lineWidth = 0.3 + 4 * time
|
|
ctx.stroke();
|
|
ctx.restore();
|
|
}
|
|
},
|
|
},
|
|
research: {
|
|
count: 0,
|
|
name: "research",
|
|
color: "#f7b",
|
|
size() {
|
|
return 20;
|
|
},
|
|
effect() {
|
|
powerUps.animatePowerUpGrab('rgba(255, 119, 187,0.3)')
|
|
powerUps.research.changeRerolls(1)
|
|
},
|
|
isMakingBots: false, //to prevent bot fabrication from running 2 sessions at once
|
|
changeRerolls(amount) {
|
|
if (amount !== 0) powerUps.research.count += amount
|
|
if (tech.isRerollBots && !this.isMakingBots) {
|
|
let cycle = () => {
|
|
const cost = 2 + Math.floor(b.totalBots() / 3)
|
|
if (m.alive && powerUps.research.count >= cost) {
|
|
requestAnimationFrame(cycle);
|
|
this.isMakingBots = true
|
|
|
|
if (!simulation.paused && !simulation.isChoosing && !(simulation.cycle % 60)) {
|
|
powerUps.research.count -= cost
|
|
b.randomBot()
|
|
if (tech.renormalization) {
|
|
for (let i = 0; i < cost; i++) {
|
|
if (Math.random() < 0.47) {
|
|
m.fieldCDcycle = m.cycle + 20;
|
|
powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
this.isMakingBots = false
|
|
}
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
|
|
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
|
|
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
|
|
}
|
|
if (tech.renormalization && Math.random() < 0.47 && amount < 0) {
|
|
for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
|
|
}
|
|
if (tech.isRerollHaste) {
|
|
if (powerUps.research.count === 0) {
|
|
tech.researchHaste = 0.5;
|
|
b.setFireCD();
|
|
} else {
|
|
tech.researchHaste = 1;
|
|
b.setFireCD();
|
|
}
|
|
}
|
|
},
|
|
currentRerollCount: 0,
|
|
use(type) { //runs when you actually research a list of selections, type can be field, gun, or tech
|
|
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 2) {
|
|
tech.addJunkTechToPool(0.01)
|
|
} else {
|
|
powerUps.research.changeRerolls(-1)
|
|
}
|
|
if (tech.isResearchDamage) {
|
|
tech.damage *= 1.05
|
|
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.05} //peer review`);
|
|
tech.addJunkTechToPool(0.01)
|
|
}
|
|
powerUps.research.currentRerollCount++
|
|
if (tech.isResearchReality) {
|
|
m.switchWorlds("Ψ(t) collapse")
|
|
simulation.trails()
|
|
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
|
|
}
|
|
powerUps[type].effect();
|
|
},
|
|
},
|
|
heal: {
|
|
name: "heal",
|
|
color: "#0eb",
|
|
size() {
|
|
return Math.sqrt(0.1 + 0.25) * 40 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)); //(simulation.healScale ** 0.25) gives a smaller radius as heal scale goes down
|
|
},
|
|
effect() {
|
|
if (!tech.isEnergyHealth && m.alive) {
|
|
powerUps.animatePowerUpGrab('rgba(0, 238, 187,0.25)')
|
|
let heal = (this.size / 40 / (simulation.healScale ** 0.25)) ** 2 //simulation.healScale is undone here because heal scale is already properly affected on m.addHealth()
|
|
if (heal > 0) {
|
|
let overHeal = m.health + heal * simulation.healScale - m.maxHealth //used with tech.isOverHeal
|
|
const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale
|
|
m.addHealth(heal);
|
|
if (healOutput > 0) simulation.inGameConsole(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
|
|
if (tech.isOverHeal && overHeal > 0) { //tech quenching
|
|
tech.extraMaxHealth += 0.5 * overHeal //increase max health
|
|
m.setMaxHealth();
|
|
simulation.inGameConsole(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.maxHealth <span class='color-symbol'>+=</span> ${(0.3 * overHeal).toFixed(3)}`)
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
radius: overHeal * 100 * simulation.healScale,
|
|
color: "#0eb",
|
|
time: simulation.drawTime
|
|
});
|
|
|
|
// overHeal *= 2 //double the over heal converted to max health
|
|
// //make sure overHeal doesn't kill player
|
|
// if (m.health - overHeal * m.defense() < 0) overHeal = m.health - 0.01
|
|
// if (overHeal > m.maxHealth) overHeal = m.maxHealth //just in case overHeal gets too big
|
|
// tech.extraMaxHealth += overHeal //increase max health
|
|
// m.setMaxHealth();
|
|
// m.damage(overHeal);
|
|
// overHeal *= m.defense() // account for defense after m.damage() so the text log is accurate
|
|
// simulation.inGameConsole(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.health <span class='color-symbol'>-=</span> ${(overHeal).toFixed(3)}`) // <br>${m.health.toFixed(3)}
|
|
// simulation.drawList.push({ //add dmg to draw queue
|
|
// x: m.pos.x,
|
|
// y: m.pos.y,
|
|
// radius: overHeal * 500 * simulation.healScale,
|
|
// color: simulation.mobDmgColor,
|
|
// time: simulation.drawTime
|
|
// });
|
|
} else if (overHeal > 0.2) { //if leftover heals spawn a new spammer heal power up
|
|
requestAnimationFrame(() => {
|
|
powerUps.directSpawn(this.position.x, this.position.y, "heal", true, Math.min(1, overHeal) * 40 * (simulation.healScale ** 0.25))// directSpawn(x, y, name, moving = true, mode = null, size = powerUps[name].size()) {
|
|
});
|
|
}
|
|
if (tech.isHealBrake) {
|
|
const totalTime = 1020
|
|
//check if you already have this effect
|
|
let foundActiveEffect = false
|
|
for (let i = 0; i < simulation.ephemera.length; i++) {
|
|
if (simulation.ephemera[i].name === "healPush") {
|
|
foundActiveEffect = true
|
|
simulation.ephemera[i].count = 0.5 * simulation.ephemera[i].count + totalTime //add time
|
|
simulation.ephemera[i].scale = 0.5 * (simulation.ephemera[i].scale + Math.min(Math.max(0.6, heal * 6), 2.3)) //take average of scale
|
|
}
|
|
}
|
|
if (!foundActiveEffect) {
|
|
simulation.ephemera.push({
|
|
name: "healPush",
|
|
count: totalTime, //cycles before it self removes
|
|
range: 0,
|
|
scale: Math.min(Math.max(0.7, heal * 4), 2.2), //typically heal is 0.35
|
|
do() {
|
|
this.count--
|
|
if (this.count < 0) simulation.removeEphemera(this.name)
|
|
this.range = this.range * 0.99 + 0.01 * (300 * this.scale + 100 * Math.sin(m.cycle * 0.022))
|
|
if (this.count < 120) this.range -= 5 * this.scale
|
|
this.range = Math.max(this.range, 1) //don't go negative
|
|
// const range = 300 + 100 * Math.sin(m.cycle * 0.022)
|
|
for (let i = 0; i < mob.length; i++) {
|
|
const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position))
|
|
if (distance < this.range) {
|
|
const cap = mob[i].isShielded ? 3 : 1
|
|
if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player
|
|
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
|
|
}
|
|
}
|
|
}
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, this.range, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "hsla(200,50%,61%,0.18)";
|
|
ctx.fill();
|
|
},
|
|
})
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (powerUps.healGiveMaxEnergy) {
|
|
tech.healMaxEnergyBonus += 0.14 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)
|
|
m.setMaxEnergy();
|
|
}
|
|
},
|
|
spawn(x, y, size) { //used to spawn a heal with a specific size / heal amount, not normally used
|
|
powerUps.directSpawn(x, y, "heal", false, size)
|
|
if (!level.isNextLevelPowerUps && Math.random() < tech.duplicationChance()) {
|
|
powerUps.directSpawn(x, y, "heal", false, size)
|
|
powerUp[powerUp.length - 1].isDuplicated = true
|
|
}
|
|
}
|
|
},
|
|
ammo: {
|
|
name: "ammo",
|
|
color: "#467",
|
|
size() {
|
|
return 17;
|
|
},
|
|
effect() {
|
|
const couplingExtraAmmo = (m.fieldMode === 10 || m.fieldMode === 0) ? 1 + 0.04 * m.coupling : 1
|
|
if (b.inventory.length > 0) {
|
|
powerUps.animatePowerUpGrab('rgba(68, 102, 119,0.25)')
|
|
if (tech.isAmmoForGun && (b.activeGun !== null && b.activeGun !== undefined)) { //give extra ammo to one gun only with tech logistics
|
|
const name = b.guns[b.activeGun]
|
|
if (name.ammo !== Infinity) {
|
|
if (tech.ammoCap) {
|
|
name.ammo = Math.ceil(2 * name.ammoPack * tech.ammoCap * couplingExtraAmmo)
|
|
} else {
|
|
name.ammo += Math.ceil(2 * (Math.random() + Math.random()) * name.ammoPack * couplingExtraAmmo)
|
|
}
|
|
}
|
|
} else { //give ammo to all guns in inventory
|
|
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
|
const name = b.guns[b.inventory[i]]
|
|
if (name.ammo !== Infinity) {
|
|
if (tech.ammoCap) {
|
|
name.ammo = Math.ceil(name.ammoPack * tech.ammoCap * couplingExtraAmmo)
|
|
} else { //default ammo behavior
|
|
name.ammo += Math.ceil((Math.random() + Math.random()) * name.ammoPack * couplingExtraAmmo)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
simulation.updateGunHUD();
|
|
}
|
|
}
|
|
},
|
|
cancelText(type) {
|
|
if (tech.isSuperDeterminism || type === "constraint") {
|
|
return `<div></div>`
|
|
} else if (tech.isCancelTech && tech.cancelTechCount === 0) {
|
|
return `<div class='cancel-card sticky' onclick='powerUps.endDraft("${type}",true)' style="width: 115px;"><span class="color-randomize">randomize</span></div>`
|
|
} else if (level.levelsCleared === 0 && localSettings.isTrainingNotAttempted && b.inventory.length === 0) { //don't show cancel if on initial level and haven't done tutorial
|
|
return `<div class='cancel-card sticky' style="visibility: hidden;"></div>`
|
|
} else {
|
|
return `<div class='cancel-card sticky' onclick='powerUps.endDraft("${type}",true)' style="width: 85px;">cancel</div>`
|
|
}
|
|
},
|
|
researchText(type) {
|
|
let text = ""
|
|
if (type === "entanglement") {
|
|
text += `<div class='choose-grid-module entanglement flipX sticky' onclick='powerUps.endDraft("${type}",true)'>entanglement</div>`
|
|
} else if (tech.isJunkResearch && powerUps.research.currentRerollCount < 2) {
|
|
text += `<div onclick="powerUps.research.use('${type}')" class='research-card sticky'>` // style = "margin-left: 192px; margin-right: -192px;"
|
|
text += `<div><div> <span style="position:relative;">`
|
|
text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15 * i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div></div>`
|
|
} else if (powerUps.research.count > 0) {
|
|
text += `<div onclick="powerUps.research.use('${type}')" class='research-card sticky' >` // style = "margin-left: 192px; margin-right: -192px;"
|
|
text += `<div><div><span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="font-size:0.82em; position:absolute; top:0; left:${(18 - len * 0.21) * i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></div>`
|
|
} else {
|
|
text += `<div></div>`
|
|
}
|
|
return text
|
|
},
|
|
researchAndCancelText(type) {
|
|
let text = `<div class='research-cancel'>`
|
|
if (type === "constraint") {
|
|
return
|
|
} else if (type === "entanglement") {
|
|
text += `<span class='research-card entanglement flipX' style="width: 275px;" onclick='powerUps.endDraft("${type}",true)'><span style="letter-spacing: 6px;">entanglement</span></span>`
|
|
} else if (tech.isJunkResearch && powerUps.research.currentRerollCount < 2) {
|
|
text += `<span onclick="powerUps.research.use('${type}')" class='research-card' style="width: 275px;float: left;">` // style = "margin-left: 192px; margin-right: -192px;"
|
|
text += `<div><div><span style="position:relative;">`
|
|
text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15 * i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></span>`
|
|
} else if (powerUps.research.count > 0) {
|
|
text += `<span onclick="powerUps.research.use('${type}')" class='research-card' style="width: 275px;float: left;">` // style = "margin-left: 192px; margin-right: -192px;"
|
|
text += `<div><div><span style="position:relative;">`
|
|
let researchCap = 18
|
|
if (tech.isCancelTech && tech.cancelTechCount === 0) researchCap -= 2
|
|
if (canvas.width < 1951) researchCap -= 3
|
|
if (canvas.width < 1711) researchCap -= 4
|
|
for (let i = 0, len = Math.min(powerUps.research.count, researchCap); i < len; i++) {
|
|
text += `<div class="circle-grid research" style="font-size:0.82em; position:absolute; top:0; left:${(18 - len * 0.21) * i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
}
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></span>`
|
|
} else {
|
|
text += `<span class='research-card' style="width: 275px;float: right; background-color: #aaa;color:#888;">research</span>` //‌
|
|
}
|
|
if (tech.isSuperDeterminism) {
|
|
text += `<span class='cancel-card' style="width: 95px;float: right;background-color: #aaa;color:#888;">cancel</span>`
|
|
} else if (tech.isCancelTech && tech.cancelTechCount === 0) {
|
|
text += `<span class='cancel-card' onclick='powerUps.endDraft("${type}",true)' style="width: 115px;float: right;font-size:0.9em;padding-top:5px;"><span class="color-randomize">randomize</span></span>`
|
|
} else if (level.levelsCleared === 0 && localSettings.isTrainingNotAttempted && b.inventory.length === 0) {
|
|
text += `<span class='cancel-card' style="visibility: hidden;">cancel</span>` //don't show cancel if on initial level and haven't done tutorial
|
|
} else {
|
|
text += `<span class='cancel-card' onclick='powerUps.endDraft("${type}",true)' style="width: 95px;float: right;">cancel</span>`
|
|
}
|
|
return text + "</div>"
|
|
},
|
|
buildColumns(totalChoices, type) {
|
|
let width
|
|
if (canvas.width < 1710) {
|
|
width = "285px"
|
|
} else if (canvas.width < 1950) {
|
|
width = "340px"
|
|
} else {
|
|
width = "384px"
|
|
}
|
|
|
|
let text = ""
|
|
if (localSettings.isHideImages) {
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = width
|
|
text += powerUps.researchAndCancelText(type)
|
|
} else if (totalChoices === 0) {
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = width
|
|
text += powerUps.researchAndCancelText(type)
|
|
} else if (totalChoices === 1 || canvas.width < 1200) {
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = width
|
|
text += powerUps.researchAndCancelText(type)
|
|
// console.log('hi')
|
|
// text += powerUps.cancelText(type)
|
|
// text += powerUps.researchText(type)
|
|
} else if (totalChoices === 2) {
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = `repeat(2, ${width})`
|
|
text += powerUps.researchText(type)
|
|
text += powerUps.cancelText(type)
|
|
} else {
|
|
document.getElementById("choose-grid").style.gridTemplateColumns = `repeat(3, ${width})`
|
|
text += "<div></div>"
|
|
text += powerUps.researchText(type)
|
|
text += powerUps.cancelText(type)
|
|
}
|
|
return text
|
|
},
|
|
hideStyle: `style="height:auto; border: none; background-color: transparent;"`,
|
|
constraintText(choose, click) {
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${powerUps.hideStyle}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choose].name}</div>
|
|
${m.fieldUpgrades[choose].description}</div></div>`
|
|
},
|
|
gunText(choose, click) {
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/gun/${b.guns[choose].name}.webp');"`
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}" ${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choose].name}</div>
|
|
${b.guns[choose].descriptionFunction()}</div></div>`
|
|
},
|
|
fieldText(choose, click) {
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/field/${m.fieldUpgrades[choose].name}${choose === 0 ? Math.floor(Math.random() * 10) : ""}.webp');"`
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choose].name}</div>
|
|
${m.fieldUpgrades[choose].description}</div></div>`
|
|
},
|
|
techText(choose, click) {
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages || tech.tech[choose].isLore ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
},
|
|
instantTechText(choose, click) {
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages || tech.tech[choose].isLore ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
// <div class="circle-grid tech"></div>
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"> <div class="circle-grid-instant"></div> ${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
},
|
|
skinTechText(choose, click) {
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid-skin"></div>
|
|
<div class="circle-grid-skin-eye"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
},
|
|
fieldTechText(choose, click) {
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
|
|
<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
},
|
|
gunTechText(choose, click) {
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
|
|
<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
},
|
|
junkTechText(choose, click) {
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-size: contain;background-repeat: no-repeat;background-image: url('img/junk.webp');"`
|
|
if (!localSettings.isHideImages) {
|
|
// setTimeout(() => { //delay so that the html element exists
|
|
// if (tech.tech[choose].url === undefined) { //if on url has been set yet
|
|
// const url = `https://api.openverse.engineering/v1/images/?q=${tech.tech[choose].name}`;
|
|
// fetch(url, { signal: AbortSignal.timeout(1000) }) //give up if it takes over 1 second
|
|
// .then((response) => response.json())
|
|
// .then((responseJson) => {
|
|
// if (responseJson.results.length > 0) {
|
|
// const index = Math.floor(Math.random() * responseJson.results.length) //randomly choose from the images
|
|
// tech.tech[choose].url = responseJson.results[index].url //store the url
|
|
// document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')` //make the url the background image
|
|
// }
|
|
// });
|
|
// } else {
|
|
// document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
|
|
// }
|
|
// }, 1);
|
|
// setTimeout(() => { //delay so that the html element exists
|
|
// document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
|
|
// }, 1);
|
|
}
|
|
return `<div id = "junk-${choose}" class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
},
|
|
incoherentTechText(choose, click) {
|
|
// text += `<div class="choose-grid-module" style = "background-color: #efeff5; border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[choose].name} <span style = "color: #aaa;font-weight: normal;font-size:80%;">- incoherent</span></div></div>`
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
return `<div class="choose-grid-module card-background" ${style}>
|
|
<div class="card-text" style = "background-color: #efeff5;">
|
|
<div class="grid-title" style = "color: #ddd;font-weight: normal;">incoherent</div> <br> <br>
|
|
</div></div>`
|
|
},
|
|
gun: {
|
|
name: "gun",
|
|
color: "#26a",
|
|
size() {
|
|
return 35;
|
|
},
|
|
effect() {
|
|
if (m.alive) {
|
|
let options = [];
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (!b.guns[i].have) options.push(i);
|
|
}
|
|
// console.log(options.length)
|
|
if (options.length > 0 || !tech.isSuperDeterminism) {
|
|
let totalChoices = 2 + tech.extraChoices + (tech.isInPilot ? 1 : 3) * (m.fieldMode === 8) - level.fewerChoices
|
|
if (tech.isCancelTech && tech.cancelTechCount === 1) {
|
|
totalChoices *= 3
|
|
tech.cancelTechCount++
|
|
}
|
|
if (tech.isDeterminism) totalChoices = 1
|
|
totalChoices = Math.min(totalChoices, options.length)
|
|
function removeOption(index) {
|
|
for (let i = 0; i < options.length; i++) {
|
|
if (options[i] === index) {
|
|
options.splice(i, 1) //remove a previous choice from option pool
|
|
return
|
|
}
|
|
}
|
|
}
|
|
//check for guns that were a choice last time and remove them
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
|
|
if (b.guns[i].isRecentlyShown) removeOption(i)
|
|
}
|
|
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
|
|
// if (options.length > 0) {
|
|
let text = powerUps.buildColumns(totalChoices, "gun")
|
|
for (let i = 0; i < totalChoices; i++) {
|
|
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choose})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choose].name}</div> ${b.guns[choose].description}</div>`
|
|
text += powerUps.gunText(choose, `powerUps.choose('gun',${choose})`)
|
|
|
|
b.guns[choose].isRecentlyShown = true
|
|
removeOption(choose)
|
|
if (options.length < 1) break
|
|
}
|
|
if (tech.isExtraBotOption) {
|
|
const botTech = [] //make an array of bot options
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed()) botTech.push(i)
|
|
}
|
|
if (botTech.length > 0) { //pick random bot tech
|
|
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><span style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
}
|
|
}
|
|
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
// }
|
|
}
|
|
},
|
|
},
|
|
field: {
|
|
name: "field",
|
|
color: "#0cf",
|
|
size() {
|
|
return 45;
|
|
},
|
|
effect() {
|
|
if (m.alive) {
|
|
let options = [];
|
|
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
|
|
if (i !== m.fieldMode) options.push(i);
|
|
}
|
|
let totalChoices = 2 + tech.extraChoices + (tech.isInPilot ? 1 : 3) * (m.fieldMode === 8) - level.fewerChoices
|
|
if (tech.isCancelTech && tech.cancelTechCount === 1) {
|
|
totalChoices *= 3
|
|
tech.cancelTechCount++
|
|
}
|
|
if (tech.isDeterminism) totalChoices = 1
|
|
totalChoices = Math.max(1, Math.min(totalChoices, options.length))
|
|
function removeOption(index) {
|
|
for (let i = 0; i < options.length; i++) {
|
|
if (options[i] === index) {
|
|
options.splice(i, 1) //remove a previous choice from option pool
|
|
return
|
|
}
|
|
}
|
|
}
|
|
//check for fields that were a choice last time and remove them
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) {
|
|
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
|
|
if (m.fieldUpgrades[i].isRecentlyShown) removeOption(i)
|
|
}
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
|
|
|
|
if (options.length > 0 || tech.isExtraBotOption) {
|
|
let text = powerUps.buildColumns(totalChoices, "field")
|
|
for (let i = 0; i < totalChoices; i++) {
|
|
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
|
//text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choose})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choose].name}</div> ${m.fieldUpgrades[choose].description}</div>` //default
|
|
text += powerUps.fieldText(choose, `powerUps.choose('field',${choose})`)
|
|
m.fieldUpgrades[choose].isRecentlyShown = true
|
|
removeOption(choose)
|
|
if (options.length < 1) break
|
|
}
|
|
if (tech.isExtraBotOption) {
|
|
const botTech = [] //make an array of bot options
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed()) botTech.push(i)
|
|
}
|
|
if (botTech.length > 0) { //pick random bot tech
|
|
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><span style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
}
|
|
}
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
}
|
|
},
|
|
},
|
|
tech: {
|
|
name: "tech",
|
|
color: "hsl(246,100%,77%)", //"#a8f",
|
|
size() {
|
|
return 42;
|
|
},
|
|
effect() {
|
|
if (m.alive) {
|
|
// powerUps.animatePowerUpGrab('hsla(246, 100%, 77%,0.5)')
|
|
let options = []; //generate all options
|
|
optionLengthNoDuplicates = 0
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
|
|
if (tech.tech[i].frequency > 0) optionLengthNoDuplicates++
|
|
for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
|
|
}
|
|
}
|
|
function removeOption(index) {
|
|
for (let i = options.length - 1; i > -1; i--) {
|
|
if (index === options[i]) {
|
|
options.splice(i, 1) //remove all copies of that option form the options array (some tech are in the options array multiple times because of frequency)
|
|
optionLengthNoDuplicates--
|
|
}
|
|
if (options.length < 1) return;
|
|
}
|
|
}
|
|
//set total choices
|
|
let totalChoices = 3 + tech.extraChoices + (tech.isInPilot ? 1 : 3) * (m.fieldMode === 8) - level.fewerChoices
|
|
if (tech.isCancelTech && tech.cancelTechCount === 1) {
|
|
totalChoices *= 3
|
|
tech.cancelTechCount++
|
|
}
|
|
if (tech.isDeterminism) totalChoices = 1
|
|
totalChoices = Math.max(1, Math.min(totalChoices, options.length))
|
|
|
|
if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
|
|
totalChoices = optionLengthNoDuplicates
|
|
if (tech.isBanish) { //when you run out of options eject banish
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i, true)
|
|
}
|
|
simulation.inGameConsole(`decoherence <span class='color-var'>tech</span> ejected<br>options reset`)
|
|
}
|
|
}
|
|
if (tech.tooManyTechChoices) {
|
|
tech.tooManyTechChoices = false
|
|
totalChoices = optionLengthNoDuplicates
|
|
}
|
|
if (optionLengthNoDuplicates > totalChoices) { //check for tech that were a choice last time and remove them
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (optionLengthNoDuplicates > totalChoices) {
|
|
if (tech.tech[i].isRecentlyShown) removeOption(i)
|
|
} else {
|
|
break //you have to repeat choices if there are not enough choices left to display
|
|
}
|
|
|
|
}
|
|
}
|
|
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
|
|
if (options.length > 0) {
|
|
let text = powerUps.buildColumns(totalChoices, "tech")
|
|
|
|
addTech = (choose) => {
|
|
if (tech.tech[choose].isFieldTech) {
|
|
text += powerUps.fieldTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isGunTech) {
|
|
text += powerUps.gunTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isJunk) {
|
|
text += powerUps.junkTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isSkin) {
|
|
text += powerUps.skinTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isInstant) {
|
|
text += powerUps.instantTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else { //normal tech
|
|
text += powerUps.techText(choose, `powerUps.choose('tech',${choose})`)
|
|
}
|
|
}
|
|
if (tech.isRetain) {
|
|
for (let i = 0, len = powerUps.retainList.length; i < len; i++) {
|
|
//find index from name and add tech to options
|
|
for (let j = 0, len = tech.tech.length; j < len; j++) {
|
|
if (tech.tech[j].name === powerUps.retainList[i] && tech.tech[j].count < tech.tech[j].maxCount && tech.tech[j].allowed() && tech.tech[j].frequency > 0) { //&& !tech.tech[j].isRecentlyShown
|
|
addTech(j)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (let i = 0; i < totalChoices; i++) {
|
|
if (options.length < 1) break
|
|
if (Math.random() < tech.junkChance + level.junkAdded) { // choose is set to a random JUNK tech
|
|
const list = []
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].isJunk) list.push(i)
|
|
}
|
|
chooseJUNK = list[Math.floor(Math.random() * list.length)]
|
|
if (tech.isRetain) powerUps.retainList.push(tech.tech[chooseJUNK].name)
|
|
text += powerUps.junkTechText(chooseJUNK, `powerUps.choose('tech',${chooseJUNK})`)
|
|
} else {
|
|
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
|
if (tech.isBanish) {
|
|
tech.tech[choose].isBanished = true
|
|
if (i === 0) simulation.inGameConsole(`options.length = ${optionLengthNoDuplicates} <em class='color-text'>//removed from pool by decoherence</em>`)
|
|
}
|
|
removeOption(choose) //remove from future options pool to avoid repeats on this selection
|
|
|
|
//this flag prevents this option from being shown the next time you pick up a tech power up
|
|
//check if not extra choices from "path integral"
|
|
tech.tech[choose].isRecentlyShown = true
|
|
if (tech.isRetain && !powerUps.retainList.includes(tech.tech[choose].name)) powerUps.retainList.push(tech.tech[choose].name)
|
|
addTech(choose)
|
|
}
|
|
}
|
|
if (tech.isExtraBotOption) {
|
|
const botTech = [] //make an array of bot options
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isRecentlyShown) botTech.push(i)
|
|
}
|
|
if (botTech.length > 0) { //pick random bot tech
|
|
// const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div> ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title"><span style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${techCountText}</div>
|
|
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
}
|
|
}
|
|
if (tech.isMassProduction) {
|
|
// const techOptions = [] //make an array of bot options
|
|
// for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
// if (tech.tech[i].isMassProduction) techOptions.push(i)
|
|
// }
|
|
// if (techOptions.length > 0) { //pick random bot tech
|
|
// const choose = techOptions[Math.floor(Math.random() * techOptions.length)];
|
|
// const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
|
// text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
|
// <div class="card-text">
|
|
// <div class="grid-title">${tech.tech[choose].name}</div>
|
|
// ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
|
// }
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isMassProduction) {
|
|
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[i].name}.webp');"`
|
|
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${i})" ${style}>
|
|
<div class="card-text">
|
|
<div class="grid-title">${tech.tech[i].name}</div>
|
|
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div></div>`
|
|
}
|
|
}
|
|
}
|
|
if (tech.isExtraGunField) {
|
|
if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
|
|
let gunOptions = [];
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (!b.guns[i].have) gunOptions.push(i);
|
|
}
|
|
const pick = gunOptions[Math.floor(Math.seededRandom(0, gunOptions.length))] //pick an element from the array of options
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${pick})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[pick].name}</div> ${b.guns[pick].description}</div>`
|
|
text += powerUps.gunText(pick, `powerUps.choose('gun',${pick})`)
|
|
} else {
|
|
let fieldOptions = [];
|
|
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
|
|
if (i !== m.fieldMode) fieldOptions.push(i);
|
|
}
|
|
const pick = fieldOptions[Math.floor(Math.seededRandom(0, fieldOptions.length))] //pick an element from the array of options
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${pick})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[pick].name}</div> ${m.fieldUpgrades[pick].description}</div>`
|
|
text += powerUps.fieldText(pick, `powerUps.choose('field',${pick})`)
|
|
}
|
|
}
|
|
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
|
|
tech.isBrainstormActive = true
|
|
let count = 1
|
|
let timeStart = performance.now()
|
|
const cycle = (timestamp) => {
|
|
// if (timeStart === undefined) timeStart = timestamp
|
|
// console.log(timestamp, timeStart)
|
|
if (timestamp - timeStart > tech.brainStormDelay * count && simulation.isChoosing) {
|
|
count++
|
|
powerUps.tech.effect();
|
|
document.getElementById("choose-grid").style.pointerEvents = "auto"; //turn off the normal 500ms delay
|
|
document.body.style.cursor = "auto";
|
|
document.getElementById("choose-grid").style.transitionDuration = "0s";
|
|
}
|
|
if (count < 10 && simulation.isChoosing) {
|
|
requestAnimationFrame(cycle);
|
|
} else {
|
|
tech.isBrainstormActive = false
|
|
}
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
}
|
|
},
|
|
},
|
|
retainList: [],
|
|
entanglement: {
|
|
name: "entanglement",
|
|
color: "#fff", //"hsl(248,100%,65%)",
|
|
size() {
|
|
return 40
|
|
},
|
|
effect() {
|
|
if (m.alive && localSettings.entanglement) {
|
|
// let text = ""
|
|
// document.getElementById("choose-grid").style.gridTemplateColumns = "384px 384px 384px"
|
|
let text = powerUps.buildColumns(3, "entanglement")
|
|
|
|
// text += powerUps.researchText('tech')
|
|
// text += "<div></div>"
|
|
// text += "<div class='choose-grid-module entanglement flipX'>entanglement</div>"
|
|
// text += `<div class='choose-grid-module' onclick='powerUps.endDraft("tech",true)' style="width: 82px; text-align: center;font-size: 1.1em;font-weight: 100;justify-self: end;">cancel</div>` //powerUps.cancelText('tech')
|
|
if (localSettings.entanglement.fieldIndex && localSettings.entanglement.fieldIndex !== m.fieldMode) {
|
|
const choose = localSettings.entanglement.fieldIndex //add field
|
|
text += powerUps.fieldText(choose, `powerUps.choose('field',${choose})`)
|
|
}
|
|
for (let i = 0; i < localSettings.entanglement.gunIndexes.length; i++) { //add guns
|
|
const choose = localSettings.entanglement.gunIndexes[i]
|
|
//check if you always have this gun
|
|
let alreadyHasGun = false
|
|
for (let j = 0; j < b.inventory.length; j++) {
|
|
if (b.inventory[j] === choose) alreadyHasGun = true
|
|
}
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${gun})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[gun].name}</div> ${b.guns[gun].description}</div>`
|
|
if (!alreadyHasGun) text += powerUps.gunText(choose, `powerUps.choose('gun',${choose})`)
|
|
}
|
|
for (let i = 0; i < localSettings.entanglement.techIndexes.length; i++) { //add tech
|
|
let found = false;
|
|
let choose = undefined
|
|
for (let j = 0; j < tech.tech.length; j++) {
|
|
if (localSettings.entanglement.techIndexes[i] === tech.tech[j].name) {
|
|
choose = j;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (found && tech.tech[choose]) {
|
|
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
|
|
if (choose === null || tech.tech[choose].count + 1 > tech.tech[choose].maxCount || !tech.tech[choose].allowed()) {
|
|
text += powerUps.incoherentTechText(choose)
|
|
} else {
|
|
if (tech.tech[choose].isFieldTech) {
|
|
text += powerUps.fieldTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isGunTech) {
|
|
text += powerUps.gunTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isLore) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
} else if (tech.tech[choose].isJunk) {
|
|
text += powerUps.junkTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isSkin) {
|
|
text += powerUps.skinTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else if (tech.tech[choose].isInstant) {
|
|
text += powerUps.instantTechText(choose, `powerUps.choose('tech',${choose})`)
|
|
} else { //normal tech
|
|
text += powerUps.techText(choose, `powerUps.choose('tech',${choose})`)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
localSettings.entanglement = undefined
|
|
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
}
|
|
},
|
|
},
|
|
spawnDelay(type, count, delay = 2) {
|
|
count *= delay
|
|
let cycle = () => {
|
|
if (count > 0) {
|
|
if (m.alive) requestAnimationFrame(cycle);
|
|
if (!simulation.paused && !simulation.isChoosing && powerUp.length < 300) { //&& !(simulation.cycle % 2)
|
|
count--
|
|
if (!(count % delay)) {
|
|
const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
|
|
powerUps.spawn(where.x, where.y, type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
},
|
|
onPickUp(who) {
|
|
powerUps.research.currentRerollCount = 0
|
|
if (tech.isTechDamage && who.name === "tech") m.damage(0.1)
|
|
if (tech.isMassEnergy) m.energy += 2 * level.isReducedRegen;
|
|
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.5) {
|
|
if (tech.isLaserMine && input.down) {
|
|
b.laserMine(who.position)
|
|
} else {
|
|
b.mine(who.position, { x: 0, y: 0 }, 0)
|
|
}
|
|
}
|
|
if (level.isNoDamage) level.noDamageCycle = m.cycle
|
|
},
|
|
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
|
|
if (!tech.isEnergyHealth && (Math.random() * Math.random() - 0.3 > Math.sqrt(m.health)) || 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() < 0.0007 * (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() < 0.0016) {
|
|
powerUps.spawn(x, y, "field");
|
|
return;
|
|
}
|
|
if (tech.isCouplingPowerUps && Math.random() < 0.17) {
|
|
powerUps.spawn(x, y, "coupling");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.02 || (tech.isBoostPowerUps && Math.random() < 0.14)) {
|
|
powerUps.spawn(x, y, "boost");
|
|
return;
|
|
}
|
|
},
|
|
randomPowerUpCounter: 0,
|
|
isFieldSpawned: false, //makes it so a field spawns once but not more times
|
|
spawnBossPowerUp(x, y) { //boss spawns field and gun tech upgrades
|
|
if (level.levels[level.onLevel] !== "final") {
|
|
if (!powerUps.isFieldSpawned) {
|
|
powerUps.isFieldSpawned = true
|
|
powerUps.spawn(x, y, "field")
|
|
} else {
|
|
powerUpChance()
|
|
}
|
|
if (simulation.difficultyMode < 3) {//don't spawn second power up on difficulties with a second boss
|
|
powerUpChance()
|
|
}
|
|
function powerUpChance() {
|
|
powerUps.randomPowerUpCounter++
|
|
if (powerUps.randomPowerUpCounter > Math.max(level.levelsCleared, 9) * 0.1 * Math.random()) {
|
|
powerUps.randomPowerUpCounter = 0; //reset odds
|
|
if (Math.random() < 0.97) {
|
|
powerUps.spawn(x, y, "tech")
|
|
} else {
|
|
powerUps.spawn(x, y, "gun")
|
|
}
|
|
} else {
|
|
if (m.health < 0.65 && !tech.isEnergyHealth) {
|
|
powerUps.spawn(x, y, "heal");
|
|
powerUps.spawn(x, y, "heal");
|
|
} else {
|
|
powerUps.spawn(x, y, "ammo");
|
|
powerUps.spawn(x, y, "ammo");
|
|
}
|
|
}
|
|
}
|
|
powerUps.spawn(x + 25, y - 25, "ammo", false);
|
|
if (simulation.difficultyMode > 5) powerUps.spawn(x - 25, y - 50, "ammo", false);
|
|
if (tech.isAddRemoveMaxHealth) {
|
|
powerUps.spawn(x + 20, y, "tech", false)
|
|
powerUps.spawn(x - 20, y, "research", false)
|
|
powerUps.spawn(x - 40, y, "research", false)
|
|
powerUps.spawn(x + 40, y, "research", false)
|
|
powerUps.spawn(x, y + 20, "research", false)
|
|
powerUps.spawn(x, y - 20, "heal", false)
|
|
powerUps.spawn(x, y + 40, "heal", false)
|
|
powerUps.spawn(x, y - 40, "heal", false)
|
|
}
|
|
if (tech.isResearchReality) powerUps.spawnDelay("research", 6)
|
|
if (tech.isBanish) powerUps.spawnDelay("research", 3)
|
|
if (tech.isCouplingNoHit) powerUps.spawnDelay("coupling", 9)
|
|
// if (tech.isRerollDamage) powerUps.spawnDelay("research", 1)
|
|
}
|
|
},
|
|
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);
|
|
}
|
|
},
|
|
addResearchToLevel() { //add a random power up to a location that has a mob, mostly used to give each level a research
|
|
if ((level.levelsCleared < 17 - simulation.difficultyMode * 3) && mob.length) { //don't spawn late game
|
|
const index = Math.floor(Math.random() * mob.length)
|
|
powerUps.spawn(mob[index].position.x, mob[index].position.y, "research");
|
|
}
|
|
},
|
|
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
|
if (level.levelsCleared < 4) { //runs on first 4 levels on all difficulties
|
|
if (level.levelsCleared > 1 && simulation.difficultyMode < 7) powerUps.spawn(x, y, "tech")
|
|
if (b.inventory.length === 0) {
|
|
powerUps.spawn(x, y, "gun", false); //first gun
|
|
} else if (tech.totalCount === 0) { //first tech
|
|
powerUps.spawn(x - 22, y - 50, "ammo", false); //some ammo
|
|
powerUps.spawn(x, y, "tech", false);
|
|
} else if (b.inventory.length === 1) { //second gun or extra ammo
|
|
if (Math.random() < 0.4) {
|
|
powerUps.spawn(x, y, "gun", false);
|
|
} else {
|
|
for (let i = 0; i < 5; i++) powerUps.spawn(x, y, "ammo", false);
|
|
}
|
|
} else {
|
|
for (let i = 0; i < 4; i++) powerUps.spawnRandomPowerUp(x, y);
|
|
}
|
|
} else { //after the first 4 levels just spawn a random power up
|
|
for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y);
|
|
}
|
|
},
|
|
ejectTech(choose = 'random', isOverride = false) {
|
|
if (!simulation.isChoosing || isOverride) {
|
|
// console.log(tech.tech[choose].name, tech.tech[choose].count, tech.tech[choose].isInstant)
|
|
//find which tech you have
|
|
if (choose === 'random') {
|
|
const have = []
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) have.push(i)
|
|
}
|
|
// if (have.length === 0) {
|
|
// for (let i = 0; i < tech.tech.length; i++) {
|
|
// if (tech.tech[i].count > 0) have.push(i)
|
|
// }
|
|
// }
|
|
|
|
if (have.length) {
|
|
choose = have[Math.floor(Math.random() * have.length)]
|
|
simulation.inGameConsole(`<span class='color-var'>tech</span>.remove("<strong class='color-text'>${tech.tech[choose].name}</strong>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.removeCount += tech.tech[choose].count
|
|
tech.tech[choose].remove();
|
|
tech.totalCount -= tech.tech[choose].count
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
} else if (tech.tech[choose].count && !tech.tech[choose].isInstant) {
|
|
simulation.inGameConsole(`<span class='color-var'>tech</span>.remove("<strong class='color-text'>${tech.tech[choose].name}</strong>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.tech[choose].remove();
|
|
tech.totalCount -= tech.tech[choose].count
|
|
tech.removeCount += tech.tech[choose].count
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
}
|
|
},
|
|
pauseEjectTech(index) {
|
|
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isInstant) {
|
|
// if (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count) {
|
|
// tech.removeTech(index)
|
|
// } else {
|
|
// }
|
|
tech.tech[index].frequency = 0 //banish tech
|
|
powerUps.ejectTech(index)
|
|
if (m.immuneCycle < m.cycle) m.damage(tech.pauseEjectTech * 0.01, false)
|
|
tech.pauseEjectTech *= 1.3
|
|
document.getElementById(`${index}-pause-tech`).style.textDecoration = "line-through"
|
|
document.getElementById(`${index}-pause-tech`).style.animation = ""
|
|
document.getElementById(`${index}-pause-tech`).onclick = null
|
|
}
|
|
},
|
|
randomize(where) { //makes a random power up convert into a random different power up
|
|
//put 10 power ups close together
|
|
const len = Math.min(10, powerUp.length)
|
|
for (let i = 0; i < len; i++) { //collide the first 10 power ups
|
|
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
|
|
Matter.Body.setPosition(powerUp[i], Vector.add(where, Vector.mult(unit, 20 + 25 * Math.random())));
|
|
Matter.Body.setVelocity(powerUp[i], Vector.mult(unit, 20));
|
|
}
|
|
|
|
//count big power ups and small power ups
|
|
let options = ["heal", "research", tech.isBoostReplaceAmmo ? "boost" : "ammo"]
|
|
if (m.coupling) options.push("coupling")
|
|
if (tech.isBoostPowerUps) options.push("boost")
|
|
|
|
let bigIndexes = []
|
|
let smallIndexes = []
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "tech" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
|
|
bigIndexes.push(i)
|
|
} else {
|
|
smallIndexes.push(i)
|
|
}
|
|
}
|
|
|
|
|
|
if (smallIndexes.length > 2 && Math.random() < 0.66) { // console.log("no big, at least 3 small can combine")
|
|
for (let j = 0; j < 3; j++) {
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "heal" || powerUp[i].name === "research" || powerUp[i].name === "ammo" || powerUp[i].name === "coupling" || powerUp[i].name === "boost") {
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
options = ["tech", "gun", "field"]
|
|
powerUps.directSpawn(where.x, where.y, options[Math.floor(Math.random() * options.length)], false)
|
|
} else if (bigIndexes.length > 0 && Math.random() < 0.5) { // console.log("at least 1 big can spilt")
|
|
const index = bigIndexes[Math.floor(Math.random() * bigIndexes.length)]
|
|
for (let i = 0; i < 3; i++) powerUps.directSpawn(where.x, where.y, options[Math.floor(Math.random() * options.length)], false)
|
|
|
|
Matter.Composite.remove(engine.world, powerUp[index]);
|
|
powerUp.splice(index, 1);
|
|
} else if (smallIndexes.length > 0) { // console.log("no big, at least 1 small will swap flavors")
|
|
const index = Math.floor(Math.random() * powerUp.length)
|
|
options = options.filter(e => e !== powerUp[index].name); //don't repeat the current power up type
|
|
powerUps.directSpawn(where.x, where.y, options[Math.floor(Math.random() * options.length)], false)
|
|
Matter.Composite.remove(engine.world, powerUp[index]);
|
|
powerUp.splice(index, 1);
|
|
}
|
|
},
|
|
spawn(x, y, name, moving = true, size = powerUps[name].size()) {
|
|
if ((!tech.isSuperDeterminism || (name !== 'research'))) {
|
|
if (tech.isBoostReplaceAmmo && name === 'ammo') {
|
|
name = 'boost'
|
|
size = powerUps[name].size()
|
|
}
|
|
powerUps.directSpawn(x, y, name, moving, size)
|
|
if (!level.isNextLevelPowerUps && Math.random() < tech.duplicationChance()) {
|
|
powerUps.directSpawn(x, y, name, moving, size, true)
|
|
powerUp[powerUp.length - 1].isDuplicated = true
|
|
if (tech.isDupEnergy) m.energy *= 2
|
|
}
|
|
}
|
|
},
|
|
directSpawn(x, y, name, moving = true, size = powerUps[name].size(), isDuplicated = false) {
|
|
if (level.isNextLevelPowerUps) {
|
|
powerUps.powerUpStorage.push({ name: name, size: size })
|
|
return
|
|
}
|
|
let index = powerUp.length;
|
|
let properties = {
|
|
density: 0.001,
|
|
frictionAir: 0.03,
|
|
restitution: 0.85,
|
|
collisionFilter: {
|
|
group: 0,
|
|
category: cat.powerUp,
|
|
mask: cat.map | cat.powerUp
|
|
},
|
|
color: powerUps[name].color,
|
|
effect: powerUps[name].effect,
|
|
name: powerUps[name].name,
|
|
size: size
|
|
}
|
|
let polygonSides
|
|
if (isDuplicated) {
|
|
polygonSides = tech.isPowerUpsVanish ? 3 : Math.floor(4 + 2 * Math.random())
|
|
properties.isDuplicated = true
|
|
} else {
|
|
properties.inertia = Infinity //prevents rotation for circles only
|
|
polygonSides = 12
|
|
}
|
|
powerUp[index] = Matter.Bodies.polygon(x, y, polygonSides, size, properties);
|
|
if (moving) Matter.Body.setVelocity(powerUp[index], { x: (Math.random() - 0.5) * 15, y: Math.random() * -9 - 3 });
|
|
Composite.add(engine.world, powerUp[index]);
|
|
},
|
|
powerUpStorage: [],//used when power ups are sent to the next level (for the constraint, level.isNextLevelPowerUps)
|
|
}; |