diff --git a/index.html b/index.html index 546184a..d78079a 100644 --- a/index.html +++ b/index.html @@ -6,32 +6,32 @@ MEATSLICER - +
- - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + diff --git a/js/items.js b/js/items.js index 4c6f3e2..3ce01d6 100644 --- a/js/items.js +++ b/js/items.js @@ -94,7 +94,7 @@ const ITEMS = { butchersoath: { name: "Butcher's Oath", desc: '+80% damage, but max HP set to 2', rarity: 'legendary', cap: 1, apply: (s, p) => { s.dmgMul *= 1.8; s.maxHp = Math.min(s.maxHp, 2); p.hp = Math.min(p.hp, s.maxHp); } }, secondskin: { name: 'Second Skin', desc: 'Revive once per floor at ½ heart', rarity: 'legendary', cap: 1, apply: s => { s.secondSkin += 1; } }, twinsidearm: { name: 'Twin Sidearm', desc: 'Bone Popper double-taps; specials burn 2× ammo', rarity: 'legendary', cap: 1, apply: s => { s.twinSidearm += 1; } }, - crimsonmetronome:{ name: 'Crimson Metronome', desc: '+60% fire rate; every 8th shot costs ½ heart', rarity: 'legendary', cap: 1, apply: s => { s.rateMul *= 1.6; s.crimsonMetronome += 1; } }, + crimsonmetronome:{ name: 'Crimson Metronome', desc: '+60% fire rate; every 8th shot lends ½ heart, repaid if you clear the room clean', rarity: 'legendary', cap: 1, apply: s => { s.rateMul *= 1.6; s.crimsonMetronome += 1; } }, abattoirengine:{ name: 'Abattoir Engine', desc: 'Pressure rises 2× faster; score and luck ×1.5', rarity: 'legendary', cap: 1, apply: s => { s.abattoirEngine += 1; s.luck += 0.5; } }, gorecrown: { name: 'Gore Crown', desc: 'Free nova on every kill, −25% damage', rarity: 'legendary', cap: 1, apply: s => { s.goreCrown += 1; s.dmgMul *= 0.75; } }, thousandteeth: { name: 'Thousand Teeth', desc: '+6 shards that can crit, −40% base bullet damage', rarity: 'legendary', cap: 1, apply: s => { s.thousandTeeth += 1; s.dmgMul *= 0.6; } }, diff --git a/js/player.js b/js/player.js index 39f89f7..1ca708a 100644 --- a/js/player.js +++ b/js/player.js @@ -31,6 +31,7 @@ function initPlayer() { animT: 0, attackT: 0, actionT: 0, hitT: 0, deathT: 0, weapon: { id: 'bonepopper', ammo: Infinity }, holstered: null, // a special weapon set aside while the pistol is out + metronomeTmp: 0, // ½-hearts lent by Crimson Metronome, repaid on a clean clear level: 1, xp: 0, items: {}, // iid -> quality tier (1..3) perks: [], // perk ids drafted this run, in grant order @@ -155,10 +156,16 @@ function updatePlayer(dt) { p.choirCount = (p.choirCount || 0) + 1; if (p.choirCount >= 4) { p.choirCount = 0; fireWeapon(p, w); } } - // Crimson Metronome: every 8th shot costs ½ heart + // Crimson Metronome: every 8th shot lends ½ heart, repaid when the room clears clean if (st.crimsonMetronome > 0) { p.metronomeCount = (p.metronomeCount || 0) + 1; - if (p.metronomeCount >= 8) { p.metronomeCount = 0; p.hp = Math.max(0.5, p.hp - 1); spawnText(p.x, p.y - 14, '-½', '#e2472f'); } + if (p.metronomeCount >= 8) { + p.metronomeCount = 0; + const loss = Math.min(1, Math.max(0, p.hp - 0.5)); + p.hp = Math.max(0.5, p.hp - 1); + p.metronomeTmp += loss; // on loan: restored by a clean room clear + spawnText(p.x, p.y - 14, '-½', '#e2472f'); + } } p.recoil = Math.min(1, p.recoil + (w.behavior === 'slam' ? 1 : 0.45)); p.muzzleT = 0.07; diff --git a/js/rooms.js b/js/rooms.js index cd2b544..6771206 100644 --- a/js/rooms.js +++ b/js/rooms.js @@ -88,6 +88,7 @@ function enterRoom(gx, gy) { G.roomLayerKey = ''; G.roomDamaged = false; G.roomEnterT = G.time; + if (G.player) G.player.metronomeTmp = 0; // fresh per-room Crimson-Metronome loan ledger const room = G.rooms[roomKey(gx, gy)]; G.cur = room; @@ -221,6 +222,13 @@ function recordRoomClear(room) { } // active items charge on room clears: +1 per combat room, +2 per boss const p = G.player; + // Crimson Metronome: a ½-heart loan is repaid when the room clears clean + if (!G.roomDamaged && p.metronomeTmp > 0) { + const back = Math.min(p.metronomeTmp, p.stats.maxHp - p.hp); + p.hp += back; + p.metronomeTmp = 0; + if (back > 0) spawnText(p.x, p.y - 26, 'LOAN REPAID +' + back, '#d98991'); + } if (p && p.active) { const a = ACTIVES[p.active.iid]; if (a) { diff --git a/test/smoke.js b/test/smoke.js index 2b25494..22566e2 100644 --- a/test/smoke.js +++ b/test/smoke.js @@ -1810,5 +1810,33 @@ check('debug console closes back to play', ctx.G.mode === 'play'); ctx.G.mode = 'play'; })(); +console.log('== crimson metronome heart loan =='); +{ + ctx.startRun(); step(3, 16); // self-contained: fresh player, empty arena + ctx.G.enemies.length = 0; + const p = ctx.G.player; + ctx.giveItem('crimsonmetronome'); + check('metronome grants the loan flag', p.stats.crimsonMetronome === 1); + p.weapon = { id: 'repeater', ammo: 500 }; p.holstered = null; // per-shot trigger + p.hp = 6; p.metronomeCount = 0; p.metronomeTmp = 0; + const hpBefore = p.hp; + ctx.Input.mdown = true; + let guard = 0; + while (p.metronomeTmp === 0 && guard++ < 4000) step(1, 16); + ctx.Input.mdown = false; + check('8th shot lends ½ heart (not lost)', p.hp === hpBefore - 1 && p.metronomeTmp === 1); + ctx.G.roomDamaged = false; + ctx.recordRoomClear({ type: 'combat' }); + check('clean room clear repays the loan', p.hp === hpBefore && p.metronomeTmp === 0); + ctx.Input.mdown = true; + guard = 0; + while (p.metronomeTmp === 0 && guard++ < 4000) step(1, 16); + ctx.Input.mdown = false; + check('loan accrues again', p.hp === hpBefore - 1 && p.metronomeTmp === 1); + ctx.G.roomDamaged = true; + ctx.recordRoomClear({ type: 'combat' }); + check('hit room forfeits the loan', p.hp === hpBefore - 1 && p.metronomeTmp === 1); +} + console.log(failures === 0 ? '\nALL CHECKS PASSED' : '\n' + failures + ' CHECKS FAILED'); process.exit(failures === 0 ? 0 : 1);