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fireworks
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grenade now has 3 fireworks options, you can only have 1 at a time
  flame test, fireworks, pyrotechnics
implosion has been removed
controlled explosion 3->4 research

base matter wave moves 20% faster
gun science renamed ordnance

bug fixes
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landgreen committed May 20, 2022
1 parent dd8fd92 commit 6e1e256
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2 changes: 1 addition & 1 deletion index.html
Original file line number Diff line number Diff line change
Expand Up @@ -183,7 +183,7 @@
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</svg>
</a>
Chat about n-gon in the <a href="https://discord.gg/2eC9pgJ">discord</a>.<br> Let me know about ideas, or bugs.
Chat about n-gon in the <a href="https://discord.gg/JyfrKbXTfw">discord</a>.<br> Let me know about ideas, or bugs.
<br><br><br>
<a href="https://github.com/landgreen/n-gon">
<svg viewBox="0 0 100 16" xmlns="http://www.w3.org/2000/svg" fill="#1B1F23">
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140 changes: 70 additions & 70 deletions js/bullet.js
Original file line number Diff line number Diff line change
Expand Up @@ -430,18 +430,18 @@ const b = {
m.energy -= 0.15
m.damage(0.01 * harm); //remove 99% of the damage 1-0.99
// console.log(Math.max(0, Math.min(0.15 - 0.01 * player.speed, 0.15)))
knock = Vector.mult(Vector.normalise(sub), 0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)) * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)));
player.force.x = knock.x; // not += so crazy forces can't build up with MIRV
player.force.y = knock.y - 0.3; //some extra vertical kick
} else {
if (simulation.dmgScale) m.damage(harm);
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * player.mass * 0.013 * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
player.force.x += knock.x;
player.force.y += knock.y;
}
}
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * player.mass * 0.005 * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
player.force.x += knock.x;
player.force.y += knock.y;
}
Expand All @@ -453,7 +453,7 @@ const b = {
sub = Vector.sub(where, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * body[i].mass * 0.022 * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * body[i].mass * 0.022);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
if (tech.isBlockExplode) {
Expand All @@ -468,7 +468,7 @@ const b = {
}, 150 + 300 * Math.random());
}
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * body[i].mass * 0.011 * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * body[i].mass * 0.011);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
Expand All @@ -480,11 +480,11 @@ const b = {
sub = Vector.sub(where, powerUp[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * powerUp[i].mass * 0.013 * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * powerUp[i].mass * 0.013);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * powerUp[i].mass * 0.007 * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * powerUp[i].mass * 0.007);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
}
Expand All @@ -501,25 +501,21 @@ const b = {
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.003 : 0.01));
if (tech.isExplosionStun) {
mobs.statusStun(mob[i], 120)
knock *= 0.1
}
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.005 : 0.01) * tech.implosion);
if (!mob[i].isInvulnerable) {
} else if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
radius *= 0.95 //reduced range for each additional explosion target
damageScale *= 0.87 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.002 : 0.006) * tech.implosion);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0 : 0.006));
if (tech.isExplosionStun) {
mobs.statusStun(mob[i], 60)
knock *= 0.1
}
if (!mob[i].isInvulnerable) {
} else if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
Expand Down Expand Up @@ -773,10 +769,10 @@ const b = {
const cycle = () => {
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
count++
if (count < 60 && m.alive) requestAnimationFrame(cycle);
if (!(count % 8)) {
if (count < 110 && m.alive) requestAnimationFrame(cycle);
if (!(count % 10)) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.011 + 0.03 * Math.random()))), size * (0.5 + Math.random() * 0.35), `hsla(${360*Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.01 + 0.02 * Math.random()))), size * (0.4 + Math.random() * 0.35), `hsla(${360*Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end
}
}
}
Expand All @@ -791,7 +787,7 @@ const b = {
if (count < 21 && m.alive) requestAnimationFrame(cycle);
if (count % 2) {
const unit = Vector.rotate({ x: 1, y: 0 }, curl * 6.28 * count / 18 + off)
b.explosion(Vector.add(where, Vector.mult(unit, size * 0.8)), size * 0.75, color); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, size * 0.75)), size * 0.7, color); //makes bullet do explosive damage at end
}
}
}
Expand All @@ -800,6 +796,48 @@ const b = {
let count = 0
requestAnimationFrame(cycle);
},
fireFlower(where, size) { //can occur after grenades detonate
// size *= b.explosionRange()
const range = size * Math.sqrt(b.explosionRange())
const cycle = () => {
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
if (count < 30 && m.alive) requestAnimationFrame(cycle);
if (count === 0) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
b.explosion(where, size * 0.8, color);
}
if (count === 8) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
for (let i = 0, len = 6; i < len; i++) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.2 * range)), size * 0.6, color); //makes bullet do explosive damage at end
}
}
if (count === 16) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
for (let i = 0, len = 10; i < len; i++) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.75 * range)), size * 0.45, color); //makes bullet do explosive damage at end
}
}
count++
}
}
let count = 0
requestAnimationFrame(cycle);
},
grenadeEnd() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isPetalsExplode) {
b.fireFlower(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
} else {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
},
grenade() {

},
Expand All @@ -808,17 +846,8 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = (tech.implosion ? 375 : 300) * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = function() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
} else {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = b.grenadeEnd
bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
Expand All @@ -839,16 +868,8 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = (tech.implosion ? 375 : 300) * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = function() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
}
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = b.grenadeEnd
bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
Expand Down Expand Up @@ -879,28 +900,18 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = (tech.implosion ? 425 : 350) * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
}
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = b.grenadeEnd
bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = input.down ? 46 : 32

Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world

bullet[me].endCycle = simulation.cycle + 70;
bullet[me].frictionAir = 0.07;
const MAG = 0.015
Expand Down Expand Up @@ -961,16 +972,8 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].explodeRad = (tech.implosion ? 425 : 350) * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
}
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = b.grenadeEnd
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
Expand Down Expand Up @@ -1056,15 +1059,12 @@ const b = {
if (tech.isRPG) {
const SCALE = 2
Matter.Body.scale(bullet[me], SCALE, SCALE);

speed = input.down ? 25 : 15
// speed = input.down ? 43 : 32

Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});

const MAG = 0.005
bullet[me].thrust = {
x: bullet[me].mass * MAG * Math.cos(angle),
Expand Down Expand Up @@ -5643,7 +5643,7 @@ const b = {
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
}
}
this.waves[i].radius += tech.waveBeamSpeed * this.waves[i].expanding //expand / move
this.waves[i].radius += 0.9 * tech.waveBeamSpeed * this.waves[i].expanding //expand / move
// if (this.waves[i].radius > end) this.waves.splice(i, 1) //end
if (this.waves[i].radius > end) {
this.waves[i].expanding = -1
Expand Down Expand Up @@ -5738,7 +5738,7 @@ const b = {
}
// ctx.stroke(); //draw vibes

this.waves[i].radius += tech.waveBeamSpeed * 2 * this.waves[i].expanding //expand / move
this.waves[i].radius += tech.waveBeamSpeed * 1.8 * this.waves[i].expanding //expand / move
if (this.waves[i].radius > end) {
this.waves[i].expanding = -1
this.waves[i].reflection--
Expand Down Expand Up @@ -5857,9 +5857,9 @@ const b = {
let waveSpeedMap = 0.1
let waveSpeedBody = 0.25
if (tech.isPhaseVelocity) {
waveSpeedMap = 3
waveSpeedBody = 1.9
bullet[me].dmg *= 1.15
waveSpeedMap = 3.5
waveSpeedBody = 2
bullet[me].dmg *= 1.2
}
if (tech.waveReflections) {
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
Expand Down
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