Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion, Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room, Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss - Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room bonus pedestal spawns; flat +2 powerScore while held - HUD active slot with charge pips + READY state; ACTIVES help page (12 pages); teal medallion frame variant in draw_sprites.py; 10 generated icons - Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch) - Fix: toast panel width now fits the wider of title/subtitle and clamps to screen - Bump asset cache to v=40
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@@ -594,6 +594,8 @@ function onBossDeath(e) {
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addShake(12);
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// boss reward: item pedestal + a real weapon drop + stairs down
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spawnItemPedestal(W / 2 - 90, H / 2, null, 'boss');
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// 30% chance of a bonus active pedestal (additive — never replaces the passive)
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if (chance(0.30)) spawnActivePedestal(W / 2 - 160, H / 2 + 60);
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const bw = rollWeaponDrop(G.floor + 2); // bosses drop the good stuff
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spawnPickup('weapon', W / 2 + 90, H / 2, { wid: bw.id });
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spawnPickup('stairs', W / 2, H / 2 + 80);
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+28
-1
@@ -14,6 +14,7 @@ const HELP_PAGES = [
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{ title: 'ARSENAL' },
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{ title: 'MUTATIONS' },
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...Array.from({ length: HELP_ITEM_PAGE_COUNT }, (_, i) => ({ title: 'IMPLANTS ' + ['I', 'II', 'III', 'IV', 'V', 'VI'][i] || ('P' + (i + 1)) })),
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{ title: 'ACTIVES' },
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{ title: 'BESTIARY' },
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{ title: 'PRESSURE' },
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];
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@@ -86,6 +87,7 @@ function drawHelpControls(ctx, px, py) {
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{ head: 'IN THE FIELD', lines: [
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'WASD / ARROWS — MOVE MOUSE — AIM LMB (HOLD) — FIRE',
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'LMB RELEASE — FIRE CHARGED BEAM (SPINAL TAP ONLY)',
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'SPACE — USE ACTIVE ITEM (CHARGED BY CLEARING ROOMS)',
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'R — SWAP BONE POPPER ↔ HOLSTERED SPECIAL (EMPTY SPECIALS LOCKED)',
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'P / ESC — PAUSE · M — MUTE · N — NEXT TRACK · T — AUTO-DRAFT',
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'DESKTOP APP: F11 — FULLSCREEN · F12 — DEVTOOLS · CTRL+R — RELOAD',
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@@ -216,6 +218,31 @@ function drawHelpItemList(ctx, px, py, page) {
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const HELP_ITEM_RENDERERS = Array.from({ length: HELP_ITEM_PAGE_COUNT }, (_, i) => (c, x, y) => drawHelpItemList(c, x, y, i));
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function drawHelpActives(ctx, px, py) {
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const x = px + 40;
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let ty = py + HELP_BODY;
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ctx.textAlign = 'left';
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ctx.fillStyle = '#d7a934'; ctx.font = hfont(9, true);
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ctx.fillText(Object.keys(ACTIVES).length + ' ACTIVE ITEMS · SPACE TO USE · CHARGED BY CLEARING ROOMS', x, ty);
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ty += 11;
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ctx.fillStyle = '#7d6a68'; ctx.font = hfont(8, false);
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ctx.fillText('+1 CHARGE PER COMBAT ROOM · +2 PER BOSS · PICKING UP A NEW ACTIVE DROPS THE OLD ONE', x, ty + 11);
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ty += 34;
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const colW = (HELP_PANEL.w - 80) / 2;
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const entries = Object.entries(ACTIVES);
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for (let i = 0; i < entries.length; i++) {
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const col = Math.floor(i / 5), r = i % 5;
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const lx = x + col * colW, ly = ty + r * 62;
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const [, a] = entries[i];
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ctx.fillStyle = '#55f5dc'; ctx.font = hfont(8, true);
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ctx.fillText(a.name.toUpperCase(), lx, ly);
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ctx.fillStyle = '#5f4d4d'; ctx.font = hfont(7, true);
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ctx.fillText('COST ' + a.cost + ' CHARGE' + (a.cost > 1 ? 'S' : ''), lx, ly + 13);
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ctx.fillStyle = '#a08d84'; ctx.font = hfont(8, false);
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ctx.fillText(fit(a.desc.toUpperCase(), 30), lx + 100, ly + 13);
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}
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}
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function drawHelpBestiary(ctx, px, py) {
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const x = px + 40;
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let ty = py + HELP_BODY;
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@@ -285,7 +312,7 @@ function drawHelpPressure(ctx, px, py) {
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], HELP_PANEL.w - 80);
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}
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const HELP_RENDERERS = [drawHelpControls, drawHelpLoop, drawHelpArsenal, drawHelpPerkList, ...HELP_ITEM_RENDERERS, drawHelpBestiary, drawHelpPressure];
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const HELP_RENDERERS = [drawHelpControls, drawHelpLoop, drawHelpArsenal, drawHelpPerkList, ...HELP_ITEM_RENDERERS, drawHelpActives, drawHelpBestiary, drawHelpPressure];
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function drawPauseHelp(ctx) {
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ctx.fillStyle = 'rgba(4,2,3,0.84)';
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@@ -8,7 +8,7 @@ function drawHUD(ctx) {
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// vitals use a 2-row grid; a second row pushes the rest of the panel down
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const totalVitalIcons = Math.ceil(p.stats.maxHp / 2) + Math.ceil(p.shieldHp / 2);
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const vOff = totalVitalIcons > 12 ? 22 : 0;
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const panelH = (p.holstered ? 140 : 112) + vOff;
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const panelH = (p.holstered ? 140 : 112) + (p.active ? 24 : 0) + vOff;
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drawPixelPanel(ctx, 8, 8, 304, panelH, {
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accent: '#cf2942', border: 'rgba(115,43,56,0.95)', blood: true,
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seed: G.floor, bloodAlpha: 0.34,
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@@ -109,6 +109,22 @@ function drawHUD(ctx) {
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ctx.fillText(holsterEmpty ? 'NEEDS AMMO' : Math.ceil(p.holstered.ammo) + ' AMMO', 289, 125 + vOff);
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}
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// active item slot: icon, name, charge pips, READY state
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if (p.active) {
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const ad = ACTIVES[p.active.iid];
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const ay = 112 + vOff + (p.holstered ? 20 : 0);
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const ready = p.active.charges >= ad.cost;
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ctx.fillStyle = ready ? 'rgba(34,90,84,0.5)' : 'rgba(30,60,66,0.35)';
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ctx.fillRect(15, ay, 281, 20);
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Sprites.draw(ctx, 'a_' + p.active.iid, 29, ay + 10, 0, 28, false, ready ? A : 0.6 * A);
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ctx.fillStyle = ready ? '#8df0e0' : '#7d9a9c'; ctx.font = 'bold 9px monospace'; ctx.textAlign = 'left';
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ctx.fillText((ready ? '[SPACE] ' : '') + ad.name.toUpperCase(), 47, ay + 13);
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for (let i = 0; i < ad.cost; i++) {
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ctx.fillStyle = i < p.active.charges ? '#55f5dc' : 'rgba(85,245,220,0.18)';
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ctx.fillRect(289 - (ad.cost - 1 - i) * 12 - 8, ay + 6, 8, 8);
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}
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}
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const rarityRank = { legendary: 0, rare: 1, uncommon: 2, common: 3 };
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const allItemEntries = Object.entries(p.items).sort((a, b) =>
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(rarityRank[ITEMS[a[0]].rarity] - rarityRank[ITEMS[b[0]].rarity]) || (b[1] - a[1]));
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@@ -186,7 +202,14 @@ function drawHUD(ctx) {
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const y = 22 + i * 48;
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ctx.globalAlpha = a;
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ctx.font = 'bold 13px monospace';
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const tw = Math.max(ctx.measureText(t.text).width + 48, 190);
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const titleW = ctx.measureText(t.text.toUpperCase()).width;
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let subW = 0;
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if (t.sub) {
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ctx.font = '9px monospace';
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subW = ctx.measureText(t.sub.toUpperCase()).width;
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}
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// panel must fit the wider of the two lines (and never leave the screen)
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const tw = Math.min(Math.max(Math.max(titleW, subW) + 48, 190), W - 24);
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drawPixelPanel(ctx, W / 2 - tw / 2, y, tw, t.sub ? 40 : 28, {
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cut: 5, shadow: false, accent: '#c59231', blood: true,
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seed: i + G.floor, bloodAlpha: 0.2,
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+77
@@ -187,3 +187,80 @@ function spawnItemPedestal(x, y, iid, source) {
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spawnPickup('itemspot', x, y);
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spawnPickup('item', x, y, { iid: iid || rollItemId(source || 'room', G.floor) });
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}
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// ---- active items: room-clear charged, dedicated pedestal pickups ----
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// Actives live in their own table so p.items (tier math + powerScore) stays clean.
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// charges are granted by recordRoomClear: +1 per combat room, +2 per boss.
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const ACTIVES = {
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bonenova: { name: 'Bone Nova', desc: 'Damage ring + hard knockback', cost: 2, use(p) {
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areaDamage(p.x, p.y, 150, 30 * p.stats.dmgMul, true, { source: 'player' });
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for (const e of G.enemies) { const a = angleTo(p.x, p.y, e.x, e.y); e.vx += Math.cos(a) * 500; e.vy += Math.sin(a) * 500; }
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spawnShockwave(p.x, p.y, 150, '#e8dcc2', 0.8); addShake(8);
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} },
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offalbomb: { name: 'Offal Bomb', desc: 'Gore bomb at the cursor', cost: 1, use(p) {
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explodeAt(Input.mx, Input.my, 95, 25 * p.stats.dmgMul, true);
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} },
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bloodtransfusion:{ name: 'Blood Transfusion', desc: 'Heal 2 hearts, lose 25% current XP', cost: 2, use(p) {
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p.xp = Math.floor(p.xp * 0.75);
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healPlayer(4); spawnText(p.x, p.y - 16, '+2 HEARTS', '#d92038');
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} },
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cleaverstorm: { name: 'Cleaver Storm', desc: '12 orbiting cleavers for 6s', cost: 2, use(p) {
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p.cleaverStormT = 6;
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} },
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butchersbell: { name: "Butcher's Bell", desc: 'Pull every enemy in and stun 1s', cost: 2, use(p) {
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for (const e of G.enemies) {
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if (e.boss) continue;
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const a = angleTo(e.x, e.y, p.x, p.y);
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e.vx += Math.cos(a) * 700; e.vy += Math.sin(a) * 700;
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e.stunT = Math.max(e.stunT || 0, 1);
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}
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spawnShockwave(p.x, p.y, 320, '#c9a227', 0.7); addShake(6);
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} },
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marrowdraught: { name: 'Marrow Draught', desc: '+100% fire rate and free ammo for 5s', cost: 3, use(p) {
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p.marrowDraughtT = 5;
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} },
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slaughtertime: { name: 'Slaughter Time', desc: 'Enemies at 25% speed for 5s', cost: 3, use(p) {
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for (const e of G.enemies) e.slowT = Math.max(e.slowT || 0, 5);
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} },
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panicroom: { name: 'Panic Room', desc: '2.5s invulnerable, can\'t fire', cost: 3, use(p) {
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p.panicRoomT = 2.5;
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p.invT = Math.max(p.invT, 2.5);
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} },
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skinnerscoin: { name: "Skinner's Coin", desc: 'Clear all enemy bullets into gems', cost: 3, use(p) {
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for (const b of G.ebullets) spawnPickup('gem', b.x, b.y, { v: 1 });
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G.ebullets = [];
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spawnShockwave(p.x, p.y, 480, '#55f5dc', 0.5);
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} },
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gutreroll: { name: 'Gut Reroll', desc: 'Reroll the pedestal you\'re standing on', cost: 1, use(p) {
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for (const k of G.pickups) {
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if (k.type === 'item' && dist2(k.x, k.y, p.x, p.y) < 120 * 120) {
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k.iid = rollItemId('room', G.floor);
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spawnText(k.x, k.y - 40, 'REROLLED', '#e2472f');
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return;
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}
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}
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addToast('NO PEDESTAL', 'stand on an item pedestal to reroll it');
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} },
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};
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function useActive() {
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const p = G.player;
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if (!p.active || G.mode !== 'play') return;
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const a = ACTIVES[p.active.iid];
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if (!a) return;
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if (p.active.charges < a.cost) {
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addToast(a.name, 'not ready — clear ' + (a.cost - p.active.charges) + ' more room' + (a.cost - p.active.charges > 1 ? 's' : ''));
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Sfx.activeEmpty();
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return;
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}
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p.active.charges = 0;
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a.use(p);
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spawnText(p.x, p.y - 22, a.name.toUpperCase(), '#e2472f');
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Sfx.active();
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}
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// spawn an active pedestal (boss / item-room bonus drops)
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function spawnActivePedestal(x, y) {
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spawnPickup('itemspot', x, y);
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spawnPickup('active', x, y, { aid: choice(Object.keys(ACTIVES)) });
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}
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@@ -151,6 +151,7 @@ function update(dt) {
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if (keyPressed('p', 'escape')) { G.mode = 'pause'; Sfx.stopAllLoops(); Sfx.menu(); break; }
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if (keyPressed('n')) Music.cycle(1);
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if (keyPressed('r')) swapWeapon();
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if (keyPressed(' ')) useActive();
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if (keyPressed('t')) setAutoPerk(!G.autoPerk);
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updatePlayer(dt);
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updateRoom(dt);
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@@ -121,6 +121,21 @@ function collectPickup(k) {
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for (const q of G.pickups) if (q.type === 'itemspot') q.dead = true; // remove pedestal base
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break;
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}
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case 'active': {
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// picking up a new active drops the old one with its remaining charges
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if (p.active) {
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const a = rand(0, TAU);
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spawnPickup('active', p.x + Math.cos(a) * 34, p.y + Math.sin(a) * 34,
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{ aid: p.active.iid, charges: p.active.charges, delay: 0.6 });
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}
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const def = ACTIVES[k.aid];
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p.active = { iid: k.aid, charges: k.charges !== undefined ? k.charges : def.cost };
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addToast(def.name, def.desc + ' — [SPACE] when charged');
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spawnText(p.x, p.y - 14, def.name.toUpperCase(), '#55f5dc');
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Sfx.item();
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for (const q of G.pickups) if (q.type === 'itemspot') q.dead = true; // remove pedestal base
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break;
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}
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case 'stairs':
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nextFloor();
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break;
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@@ -177,6 +192,17 @@ function drawPickups(ctx) {
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ctx.beginPath(); ctx.arc(k.x, k.y - 28, 25 + Math.sin(k.t * 4) * 3, 0, TAU); ctx.stroke();
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ctx.restore();
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Sprites.draw(ctx, 'i_' + k.iid, k.x, k.y - 28 + bob, 0, 64);
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} else if (k.type === 'active') {
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ctx.save();
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ctx.globalAlpha = 0.22 + Math.sin(k.t * 3) * 0.08;
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ctx.fillStyle = '#55f5dc';
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ctx.beginPath(); ctx.arc(k.x, k.y - 28, 30, 0, TAU); ctx.fill();
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ctx.globalAlpha = 0.4;
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ctx.strokeStyle = '#a5f5e8'; ctx.lineWidth = 2;
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const ringR = 25 + Math.sin(k.t * 4) * 3;
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ctx.beginPath(); ctx.arc(k.x, k.y - 28, ringR, -Math.PI / 2, -Math.PI / 2 + TAU * ((k.charges || 0) / Math.max(1, ACTIVES[k.aid].cost))); ctx.stroke();
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ctx.restore();
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Sprites.draw(ctx, 'a_' + k.aid, k.x, k.y - 28 + bob, 0, 64);
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} else if (k.type === 'stairs') {
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Sprites.draw(ctx, 'stairs', k.x, k.y, 0, 64);
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ctx.save();
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@@ -191,6 +217,7 @@ function drawPickups(ctx) {
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if (dist2(k.x, k.y, p.x, p.y) < 90 * 90) {
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if (k.type === 'weapon') drawPickupLabel(ctx, WEAPONS[k.wid].name, k.x, k.y - 44, '#ffd060');
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else if (k.type === 'item') drawPickupLabel(ctx, ITEMS[k.iid].name, k.x, k.y - 66, ITEM_RARITY[ITEMS[k.iid].rarity].color);
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else if (k.type === 'active') drawPickupLabel(ctx, ACTIVES[k.aid].name, k.x, k.y - 66, '#55f5dc');
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else if (k.type === 'stairs') drawPickupLabel(ctx, 'STAIRS DOWN', k.x, k.y - 52, '#e8e0d0');
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else if (k.type === 'ammo') drawPickupLabel(ctx, 'AMMO', k.x, k.y - 26, '#d0b060');
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}
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+40
-3
@@ -11,6 +11,7 @@ function initPlayer() {
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holstered: null, // a special weapon set aside while the pistol is out
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level: 1, xp: 0,
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items: {}, // iid -> quality tier (1..3)
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active: null, // { iid, charges } — active item, room-clear charged
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orbAng: 0,
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stats: {
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dmgMul: 1, rateMul: 1, speedMul: 1, shotSpeedMul: 1, rangeMul: 1,
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@@ -107,7 +108,8 @@ function updatePlayer(dt) {
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Sfx.syncWeaponLoop(w, sustained && Input.mdown && p.weapon.ammo > 0);
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if (p.fireT > 0) p.fireT -= dt;
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const frenzyMul = p.frenzyT > 0 ? 1 + st.frenzy : 1;
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const effectiveRate = st.rateMul * (1 + (st.rhythmRateBonus || 0)) * frenzyMul;
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const draughtMul = p.marrowDraughtT > 0 ? 2 : 1;
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const effectiveRate = st.rateMul * (1 + (st.rhythmRateBonus || 0)) * frenzyMul * draughtMul;
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const rate = w.interval / effectiveRate;
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if (w.behavior === 'saw') {
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@@ -128,7 +130,7 @@ function updatePlayer(dt) {
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p.charge = Math.max(0, p.charge - dt * 2);
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}
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} else {
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if (Input.mdown && p.fireT <= 0 && p.weapon.ammo > 0) {
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if (Input.mdown && p.fireT <= 0 && p.weapon.ammo > 0 && !(p.panicRoomT > 0)) {
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fireWeapon(p, w);
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// Twin Sidearm: the Bone Popper double-taps
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if (st.twinSidearm > 0 && p.weapon.id === 'bonepopper') fireWeapon(p, w);
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@@ -146,7 +148,7 @@ function updatePlayer(dt) {
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p.muzzleT = 0.07;
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p.attackT = 0.4; p.actionT = 0;
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p.fireT = rate;
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if (p.weapon.ammo !== Infinity) p.weapon.ammo -= (st.twinSidearm > 0 ? 2 : 1) / st.ammoEff;
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if (p.weapon.ammo !== Infinity && !(p.marrowDraughtT > 0)) p.weapon.ammo -= (st.twinSidearm > 0 ? 2 : 1) / st.ammoEff;
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Sfx.shoot(w);
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if (w.behavior === 'slam') addShake(5);
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}
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@@ -210,6 +212,34 @@ function updatePlayer(dt) {
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}
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}
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// ---- active-item timed effects ----
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// Marrow Draught: +100% fire rate and free ammo while active
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if (p.marrowDraughtT > 0) p.marrowDraughtT -= dt;
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// Panic Room: invulnerable but cannot fire
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if (p.panicRoomT > 0) p.panicRoomT -= dt;
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// Cleaver Storm: 12 orbiting cleavers shred on contact
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if (p.cleaverStormT > 0) {
|
||||
p.cleaverStormT -= dt;
|
||||
p.cleaverStormAng = (p.cleaverStormAng || 0) + dt * 6;
|
||||
p.cleaverStormTick = (p.cleaverStormTick || 0) - dt;
|
||||
const doTick = p.cleaverStormTick <= 0;
|
||||
if (doTick) p.cleaverStormTick = 0.25;
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const a = p.cleaverStormAng + (i / 12) * TAU;
|
||||
const cx = p.x + Math.cos(a) * 90, cy = p.y + Math.sin(a) * 90;
|
||||
if (!doTick) continue;
|
||||
for (const e of G.enemies) {
|
||||
if (e.hp <= 0 || e.stormHitT > 0) continue;
|
||||
if (dist2(cx, cy, e.x, e.y) < (14 + e.r) * (14 + e.r)) {
|
||||
e.stormHitT = 0.3;
|
||||
damageEnemy(e, 10 * st.dmgMul * st.dmgLiveMul, a + Math.PI / 2, true, { source: 'player' });
|
||||
spawnBlood(e.x, e.y, a, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (const e of G.enemies) if (e.stormHitT > 0) e.stormHitT -= dt;
|
||||
}
|
||||
|
||||
// Thresher Plate: passive contact-damage aura (no need to be hit)
|
||||
if (st.thresherPlate > 0) {
|
||||
p.thresherTick = (p.thresherTick || 0) - dt;
|
||||
@@ -358,6 +388,13 @@ function drawPlayer(ctx) {
|
||||
Sprites.draw(ctx, 'bullet_cleaver', p.x + Math.cos(a) * 58, p.y + Math.sin(a) * 58, a + Math.PI / 2, 24);
|
||||
}
|
||||
}
|
||||
// Cleaver Storm active: 12 orbiting cleavers
|
||||
if (p.cleaverStormT > 0) {
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const a = (p.cleaverStormAng || 0) + (i / 12) * TAU;
|
||||
Sprites.draw(ctx, 'bullet_cleaver', p.x + Math.cos(a) * 90, p.y + Math.sin(a) * 90, a + Math.PI / 2, 22);
|
||||
}
|
||||
}
|
||||
|
||||
const w = WEAPONS[p.weapon.id];
|
||||
const kick = p.recoil * 3;
|
||||
|
||||
+14
@@ -90,6 +90,8 @@ function enterRoom(gx, gy) {
|
||||
const w = rollWeaponDrop(G.floor);
|
||||
spawnPickup('weapon', W / 2 + 55, H / 2, { wid: w.id });
|
||||
}
|
||||
// and occasionally a bonus active pedestal
|
||||
if (chance(0.15)) spawnActivePedestal(W / 2 + 130, H / 2 + 55);
|
||||
room.cleared = true;
|
||||
}
|
||||
} else if (room.type === 'combat' && !room.cleared && room.wavesLeft > 0) {
|
||||
@@ -177,6 +179,18 @@ function recordRoomClear(room) {
|
||||
} else {
|
||||
G.streak = 0;
|
||||
}
|
||||
// active items charge on room clears: +1 per combat room, +2 per boss
|
||||
const p = G.player;
|
||||
if (p && p.active) {
|
||||
const a = ACTIVES[p.active.iid];
|
||||
if (a) {
|
||||
const gain = room.type === 'boss' ? 2 : (room.type === 'combat' ? 1 : 0);
|
||||
if (gain > 0 && p.active.charges < a.cost) {
|
||||
p.active.charges = Math.min(a.cost, p.active.charges + gain);
|
||||
if (p.active.charges >= a.cost) spawnText(p.x, p.y - 30, a.name.toUpperCase() + ' READY', '#e2472f');
|
||||
}
|
||||
}
|
||||
}
|
||||
if (room.type === 'combat' && G.player.stats.roomHeal > 0 && G.player.hp < G.player.stats.maxHp) {
|
||||
const before = G.player.hp;
|
||||
healPlayer(G.player.stats.roomHeal);
|
||||
|
||||
@@ -376,6 +376,8 @@ const Sfx = {
|
||||
ammo() { this.ui('ammo', () => { this.click(.14, 1600, 'ui'); this.blip(520, .08, 'square', .12, -80, 'ui'); }); },
|
||||
weapon() { this.ui('weapon', () => { this.thump(120, .14, .4, 50, 'ui'); this.blip(300, .1, 'square', .25, 200, 'ui'); this.blip(450, .12, 'square', .2, 250, 'ui'); }); },
|
||||
item() { this.ui('item', () => { this.thump(100, .2, .4, 45, 'ui'); this.blip(350, .15, 'triangle', .3, 150, 'ui'); this.blip(525, .2, 'triangle', .25, 200, 'ui'); }); },
|
||||
active() { this.thump(140, .22, .5, 60, 'ui'); this.blip(700, .12, 'sawtooth', .28, 500, 'ui'); this.noise(.1, .14, 2400, 'ui', null, true); },
|
||||
activeEmpty() { this.blip(220, .12, 'square', .18, -90, 'ui'); },
|
||||
levelup() { this.ui('levelup', () => { this.blip(400, .12, 'square', .25, 200, 'ui'); setTimeout(() => this.blip(600, .12, 'square', .25, 200, 'ui'), 100); setTimeout(() => this.blip(800, .2, 'square', .25, 200, 'ui'), 200); }); },
|
||||
perk() { this.ui('perk', () => this.blip(500, .1, 'square', .25, 300, 'ui')); },
|
||||
menu() { this.ui('menu', () => this.blip(620, .055, 'square', .11, 120, 'ui')); },
|
||||
|
||||
+1
-1
@@ -115,7 +115,7 @@ const SfxBank = {
|
||||
if (this.buffers.has(name) || this.pending.has(name) || this.failed.has(name)) return;
|
||||
const file = this.FILES[name];
|
||||
if (!file || !this.ctx || typeof fetch !== 'function') return;
|
||||
const job = fetch('/assets/sfx/' + encodeURIComponent(file) + '?v=39')
|
||||
const job = fetch('/assets/sfx/' + encodeURIComponent(file) + '?v=40')
|
||||
.then(r => { if (!r.ok) throw new Error('HTTP ' + r.status); return r.arrayBuffer(); })
|
||||
.then(bytes => this.ctx.decodeAudioData(bytes))
|
||||
.then(buffer => this.buffers.set(name, this.trim(buffer)))
|
||||
|
||||
+10
-1
@@ -44,6 +44,9 @@ const SPRITE_MANIFEST = [
|
||||
'i_meathook', 'i_blooddebt',
|
||||
'i_butchersoath', 'i_secondskin', 'i_twinsidearm', 'i_crimsonmetronome', 'i_abattoirengine',
|
||||
'i_gorecrown', 'i_thousandteeth', 'i_hollowfather', 'i_thelastcut', 'i_meatgrinder',
|
||||
// active items
|
||||
'a_bonenova', 'a_offalbomb', 'a_bloodtransfusion', 'a_cleaverstorm', 'a_butchersbell',
|
||||
'a_marrowdraught', 'a_slaughtertime', 'a_panicroom', 'a_skinnerscoin', 'a_gutreroll',
|
||||
// full 64px/128px eight-direction action atlases
|
||||
'player_sheet', 'player_legs_sheet',
|
||||
'enemy_shambler_sheet', 'enemy_runner_sheet', 'enemy_spitter_sheet',
|
||||
@@ -81,7 +84,7 @@ const Sprites = {
|
||||
const img = new Image();
|
||||
img.onload = () => { this.imgs[name] = img; if (--pending === 0) G.imagesLoaded = true; };
|
||||
img.onerror = () => { if (--pending === 0) G.imagesLoaded = true; };
|
||||
img.src = 'assets/' + name + '.png?v=39';
|
||||
img.src = 'assets/' + name + '.png?v=40';
|
||||
}
|
||||
},
|
||||
|
||||
@@ -286,6 +289,12 @@ const Sprites = {
|
||||
} else if (name.startsWith('w_')) {
|
||||
ctx.fillStyle = C('#b8a888'); ctx.fillRect(-8, -3, 16, 6);
|
||||
ctx.fillStyle = C('#6b5333'); ctx.fillRect(-4, 3, 5, 6);
|
||||
} else if (name.startsWith('a_')) {
|
||||
ctx.fillStyle = C('#2fa898');
|
||||
ctx.beginPath(); ctx.arc(0, 0, 9, 0, TAU); ctx.fill();
|
||||
ctx.fillStyle = C('#0d2a26');
|
||||
ctx.font = 'bold 10px monospace'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
|
||||
ctx.fillText('!', 0, 0);
|
||||
} else if (name.startsWith('i_') || name.startsWith('perk_')) {
|
||||
ctx.fillStyle = C('#c9a227');
|
||||
ctx.beginPath(); ctx.arc(0, 0, 9, 0, TAU); ctx.fill();
|
||||
|
||||
@@ -65,6 +65,7 @@ function powerScore() {
|
||||
if (!p) return 0;
|
||||
let n = (p.level - 1) * PERK_POWER_WEIGHT;
|
||||
for (const iid in p.items) n += p.items[iid] * ITEM_RARITY[ITEMS[iid].rarity].power;
|
||||
if (p.active) n += 2; // holding an active item is a flat power contribution
|
||||
return Math.max(0, n);
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user