Files
n-gon-improved/js/powerup.js
landgreen a8c6c0ea0e images removed
images have been disabled
  I think they don't fit stylistically

 new power up: level WARP
  it shows up when you enter testing mode on the initial level
interferometer horizontal laser now moves with the elevator
LaunchSite community map updated

some minor bug fixes
2024-10-07 19:21:14 -07:00

1828 lines
107 KiB
JavaScript

let powerUp = [];
const powerUps = {
ejectGraphic(color = "68, 102, 119") {
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 100,
color: `rgba(${color}, 0.8)`,
time: 4
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 75,
color: `rgba(${color}, 0.6)`,
time: 8
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 50,
color: `rgba(${color}, 0.3)`,
time: 12
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 25,
color: `rgba(${color}, 0.15)`,
time: 16
});
},
healGiveMaxEnergy: false, //for tech 1st ionization energy
orb: {
research(num = 1) {
if (num === 1) return `<div class="research-circle"></div> `
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="research-circle" style="position:absolute; top:1.5px; left:${i * 0.6}em;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
ammo(num = 1) {
switch (num) {
case 1:
return `<div class="ammo-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i * 0.6}em;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
heal(num = 1) {
if (powerUps.healGiveMaxEnergy) {
if (num === 1) return `<div class="heal-circle-energy"></div>`
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="heal-circle-energy" style="position:absolute; top:1px; left:${i * 0.6}em;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) text += '&nbsp; '
return text
} else {
if (num === 1) return `<div class="heal-circle"></div>`
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i * 0.6}em;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) text += '&nbsp; '
return text
}
},
tech(num = 1) {
return `<div class="circle-grid tech tooltip" style="width: 1.32em; height: 1.32em;"><span class="tooltiptext color-m">tech</span></div>`
},
field(num = 1) {
return `<div class="circle-grid field tooltip"><span class="tooltiptext color-f">field</span></div>`
},
gun(num = 1) {
return `<div class="circle-grid gun tooltip"><span class="tooltiptext color-g">gun</span></div>`
},
gunTech(num = 1) {
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>
<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>`
},
fieldTech(num = 1) {
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>
<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>`
},
coupling(num = 1) {
switch (num) {
case 1:
return `<div class="coupling-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="coupling-circle" style="position:absolute; top:1.5px; left:${i * 0.5}em;"></div>`
}
text += '</span> &nbsp; &nbsp;'
for (let i = 0; i < num; i++) {
text += '&thinsp; '
}
return text
},
boost(num = 1) {
switch (num) {
case 1:
return `<div class="boost-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="boost-circle" style="position:absolute; top:1.5px; left:${i * 8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
do() { },
setPowerUpMode() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
powerUps.draw = powerUps.drawDup
if (tech.isPowerUpsVanish) {
if (tech.isHealAttract) {
powerUps.do = () => {
powerUps.dupExplode();
powerUps.draw();
powerUps.attractHeal();
}
} else {
powerUps.do = () => {
powerUps.dupExplode();
powerUps.draw();
}
}
} else if (tech.isHealAttract) {
powerUps.do = () => {
powerUps.draw();
powerUps.attractHeal();
}
} else {
powerUps.do = () => powerUps.draw();
}
} else {
powerUps.draw = powerUps.drawCircle
if (tech.isHealAttract) {
powerUps.do = () => {
powerUps.draw();
powerUps.attractHeal();
}
} else {
powerUps.do = powerUps.draw
}
}
},
draw() { },
drawCircle() {
ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
},
drawDup() {
ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
if (powerUp[i].isDuplicated) {
let vertices = powerUp[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
} else {
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
}
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
},
attractHeal() {
for (let i = 0; i < powerUp.length; i++) { //attract heal power ups to player
if (powerUp[i].name === "heal") {
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.015 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
},
dupExplode() {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated) {
if (Math.random() < 0.003 && !m.isBodiesAsleep) { // (1-0.003)^240 = chance to be removed after 4 seconds, 240 = 4 seconds * 60 cycles per second
b.explosion(powerUp[i].position, 175 + (11 + 3 * Math.random()) * powerUp[i].size);
if (powerUp[i]) {
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
}
break
}
if (Math.random() < 0.3) { //draw electricity
const mag = Math.max(1, 4 + powerUp[i].size / 5)
let unit = Vector.rotate({ x: mag, y: mag }, 2 * Math.PI * Math.random())
let path = { x: powerUp[i].position.x + unit.x, y: powerUp[i].position.y + unit.y }
ctx.beginPath();
ctx.moveTo(path.x, path.y);
for (let i = 0; i < 6; i++) {
unit = Vector.rotate(unit, 4 * (Math.random() - 0.5))
path = Vector.add(path, unit)
ctx.lineTo(path.x, path.y);
}
ctx.lineWidth = 0.5 + 2 * Math.random();
ctx.strokeStyle = "#000"
ctx.stroke();
}
}
}
},
choose(type, index) {
if (type === "gun") {
b.giveGuns(index)
let text = `<div class="circle-grid gun"></div> &nbsp; b.giveGuns("<strong class='color-text'>${b.guns[index].name}</strong>")`
if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
if (b.inventory.length === 2) text += `
<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
simulation.inGameConsole(text);
} else if (type === "field") {
m.setField(index)
} else if (type === "tech") {
simulation.inGameConsole(`<div class="circle-grid tech"></div> &nbsp; <span class='color-var'>tech</span>.giveTech("<strong class='color-text'>${tech.tech[index].name}</strong>")`);
tech.giveTech(index)
}
powerUps.endDraft(type);
},
showDraft() {
//disable clicking for 1/2 a second to prevent mistake clicks
document.getElementById("choose-grid").style.pointerEvents = "none";
document.body.style.cursor = "none";
setTimeout(() => {
document.body.style.cursor = "auto";
document.getElementById("choose-grid").style.pointerEvents = "auto";
document.getElementById("choose-grid").style.transitionDuration = "0s";
}, 400);
simulation.isChoosing = true; //stops p from un pausing on key down
if (!simulation.paused) {
if (tech.isNoDraftPause || level.isNoPause) {
document.getElementById("choose-grid").style.opacity = "1"
} else {
simulation.paused = true;
document.getElementById("choose-grid").style.opacity = "1"
}
document.getElementById("choose-grid").style.transitionDuration = "0.5s"; //how long is the fade in on
document.getElementById("choose-grid").style.visibility = "visible"
requestAnimationFrame(() => {
ctx.fillStyle = `rgba(150,150,150,0.9)`; //`rgba(221,221,221,0.6)`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
});
}
},
endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
if (isCanceled) {
if (tech.isCancelDuplication) {
const value = 0.05
tech.duplication += value
simulation.inGameConsole(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${value}`)
simulation.circleFlare(value);
}
if (tech.isCancelRerolls) {
for (let i = 0, len = 8 + 4 * Math.random(); i < len; i++) {
let spawnType
if (Math.random() < 0.4 && !tech.isEnergyNoAmmo) {
spawnType = "ammo"
} else if (Math.random() < 0.33 && !tech.isSuperDeterminism) {
spawnType = "research"
} else {
spawnType = "heal"
}
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
}
if (tech.isCancelCouple) powerUps.spawnDelay("coupling", 8)
if (tech.isCancelTech && tech.cancelTechCount === 0 && type !== "entanglement") {
tech.cancelTechCount++
// powerUps.research.use('tech')
powerUps[type].effect();
return
}
}
if (tech.isAnsatz && powerUps.research.count < 1) {
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);
}
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
document.body.style.cursor = "none";
// document.body.style.overflow = "hidden"
// if (m.alive){}
if (simulation.paused) requestAnimationFrame(cycle);
if (m.alive) simulation.paused = false;
simulation.isChoosing = false; //stops p from un pausing on key down
build.unPauseGrid()
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
if (m.holdingTarget) m.drop();
},
animatePowerUpGrab(color) {
simulation.ephemera.push({
// name: "",
count: 25, //cycles before it self removes
do() {
this.count -= 2
if (this.count < 5) simulation.removeEphemera(this.name)
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, Math.max(3, this.count), 0, 2 * Math.PI);
ctx.fillStyle = color
ctx.fill();
// ctx.strokeStyle = "hsla(200,50%,61%,0.18)";
// ctx.stroke();
},
})
},
instructions: {
name: "instructions",
color: "rgba(100,125,140,0.35)",
size() {
return 130
},
effect() {
Matter.Body.setVelocity(player, { x: 0, y: 0 });//power up is so big it launches the player, this stops that
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 = "800px"//adjust this to increase the width of the whole menu, but mostly the center column
let lore = localSettings.loreCount > 0 ? "lore.unlockTesting() //press T to enter testing" : ""
let text = `<div class="grid-container" style = "font-size:1rem;padding: 0px;"><pre> <strong>//console commands</strong>
powerUps.instructions.effect() //reproduce this message
powerUps.warp.effect() //warp to any level
tech.giveTech("name") //replace "name" with tech name
m.setField("name") //standing wave perfect diamagnetism negative mass molecular assembler plasma torch time dilation metamaterial cloaking pilot wave wormhole grappling hook
b.giveGuns("name") //nail gun shotgun super balls wave missiles grenades spores drones foam harpoon mine laser
tech.damage *= 2 //2x damage
m.immuneCycle = Infinity //immune to damage
m.energy = 0 //set energy
m.health = 1 //set health
m.maxHealth = 1 //set max health
m.maxEnergy = 1 //set max energy
simulation.enableConstructMode() //press T to build with mouse
${lore}
Matter.Body.setPosition(player, simulation.mouseInGame);
spawn.bodyRect(simulation.mouseInGame.x, simulation.mouseInGame.y, 50, 50)
spawn.randomLevelBoss(simulation.mouseInGame.x, simulation.mouseInGame.y)
powerUps.spawn(m.pos.x, m.pos.y, "name") //tech gun field heal ammo research coupling boost instructions entanglement
//this URL downloads newest version of n-gon
https://codeload.github.com/landgreen/n-gon/zip/refs/heads/master
<strong>chrome</strong> <strong>firefox</strong>
<strong>Win/Linux:</strong> Ctrl + Shift + J Ctrl + Shift + J
<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>`
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", () => {
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');
}
});
},
},
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 levelChoices = `<div class="choose-grid-module" style="font-size: 1.5rem;color:rgb(110,155,160);text-align:center;"><strong>WARP</strong></div>`
levelChoices += `<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++) {
levelChoices += `<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}"
}
levelChoices += `<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++) {
levelChoices += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.playableLevels[i]}')">${level.playableLevels[i]}</div>`
}
levelChoices += `<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++) {
levelChoices += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.communityLevels[i]}')">${level.communityLevels[i]}</div>`
}
levelChoices += `<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++) {
levelChoices += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.trainingLevels[i]}')">${level.trainingLevels[i]}</div>`
}
let text = `${levelChoices} <div class="choose-grid-module" id="exit" style="font-size: 1.4rem;color:rgb(110,155,160);text-align:right;padding-right:5px;"><strong>exit</strong></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(0.25 * b.totalBots())
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()
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> &nbsp; <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 += 0.4 * overHeal //increase max health
m.setMaxHealth();
simulation.inGameConsole(`<div class="circle-grid heal"></div> &nbsp; <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> &nbsp; <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 > 0.13) { //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) { //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) {
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:${15 * i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div></div>`
} else if (powerUps.research.count > 0) {
text += `<div onclick="powerUps.research.use('${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:${(18 - len * 0.21) * i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${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 === "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:${15 * i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>`
text += `</span>&nbsp; <span class='research-select'>${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>&nbsp; <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></span>`
} else {
text += `<span class='research-card' style="width: 275px;float: right; background-color: #aaa;color:#888;">research</span>` //&zwnj;
}
if (tech.isSuperDeterminism) {
text += `<span class='cancel-card' style="width: 95px;float: right;background-color: #aaa;color:#888;">cancel</span>`
} else if (tech.isCancelTech && tech.cancelTechCount === 0) {
text += `<span class='cancel-card' onclick='powerUps.endDraft("${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, ${width})`
text += "<div></div>"
text += powerUps.researchText(type)
text += powerUps.cancelText(type)
}
return text
},
hideStyle: `style="height:auto; border: none; background-color: transparent;"`,
gunText(choose, click) {
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/gun/${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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>
&nbsp; &nbsp; &nbsp; &nbsp; ${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>
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ${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>
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ${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> &nbsp; ${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" ${style}>
<div class="card-text" style = "background-color: #efeff5;">
<div class="grid-title" style = "color: #ddd;font-weight: normal;">incoherent</div> <br> <br>
</div></div>`
},
gun: {
name: "gun",
color: "#26a",
size() {
return 35;
},
effect() {
if (m.alive) {
let options = [];
for (let i = 0; i < b.guns.length; i++) {
if (!b.guns[i].have) options.push(i);
}
// console.log(options.length)
if (options.length > 0 || !tech.isSuperDeterminism) {
let totalChoices = 2 + tech.extraChoices + 3 * (m.fieldMode === 8) - level.fewerChoices
if (tech.isCancelTech && tech.cancelTechCount === 1) {
totalChoices *= 3
tech.cancelTechCount++
}
if (tech.isDeterminism) totalChoices = 1
totalChoices = Math.min(totalChoices, options.length)
function removeOption(index) {
for (let i = 0; i < options.length; i++) {
if (options[i] === index) {
options.splice(i, 1) //remove a previous choice from option pool
return
}
}
}
//check for guns that were a choice last time and remove them
for (let i = 0; i < b.guns.length; i++) {
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
if (b.guns[i].isRecentlyShown) removeOption(i)
}
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
// if (options.length > 0) {
let text = powerUps.buildColumns(totalChoices, "gun")
for (let i = 0; i < totalChoices; i++) {
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choose})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${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> &nbsp; ${tech.tech[choose].name} ${techCountText}</div>
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
}
}
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
// }
}
},
},
field: {
name: "field",
color: "#0cf",
size() {
return 45;
},
effect() {
if (m.alive) {
let options = [];
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
if (i !== m.fieldMode) options.push(i);
}
let totalChoices = 2 + tech.extraChoices + 3 * (m.fieldMode === 8) - level.fewerChoices
if (tech.isCancelTech && tech.cancelTechCount === 1) {
totalChoices *= 3
tech.cancelTechCount++
}
if (tech.isDeterminism) totalChoices = 1
totalChoices = Math.max(1, Math.min(totalChoices, options.length))
function removeOption(index) {
for (let i = 0; i < options.length; i++) {
if (options[i] === index) {
options.splice(i, 1) //remove a previous choice from option pool
return
}
}
}
//check for fields that were a choice last time and remove them
for (let i = 0; i < m.fieldUpgrades.length; i++) {
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
if (m.fieldUpgrades[i].isRecentlyShown) removeOption(i)
}
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
if (options.length > 0 || tech.isExtraBotOption) {
let text = powerUps.buildColumns(totalChoices, "field")
for (let i = 0; i < totalChoices; i++) {
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
//text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choose})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${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> &nbsp; ${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 + 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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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");
}
}
}
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", 2)
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, 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", "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')) &&
!(tech.isEnergyNoAmmo && name === 'ammo')
) {
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)
};