// ---- pickups: XP gems, hearts, ammo, weapon drops, pedestals, stairs ---- function spawnPickup(type, x, y, data) { const p = Object.assign({ type, x, y, t: rand(0, TAU), vx: rand(-40, 40), vy: rand(-40, 40), magnet: false, }, data || {}); G.pickups.push(p); return p; } function spawnGems(x, y, value) { while (value >= 5) { spawnPickup('gem', x + rand(-10, 10), y + rand(-10, 10), { v: 5 }); value -= 5; } for (let i = 0; i < value; i++) spawnPickup('gem', x + rand(-10, 10), y + rand(-10, 10), { v: 1 }); } // Ammo drops preserve useful trigger time: low-damage rapid weapons receive // a larger share, while heavy multi-pellet shots receive fewer rounds. function ammoRefillFraction(w) { const effectiveDamage = Math.max(1, (w.dmg || 1) * (w.pellets || 1)); const interval = Math.max(0.05, w.interval ?? 0.3); const damageWeight = Math.log2(effectiveDamage / 8); const rateWeight = Math.log2(interval / 0.3); // Heavy, slow attacks push the fraction down; light, rapid attacks push it up. const heaviness = clamp((damageWeight + rateWeight) / 4, -1, 1); return clamp(0.62 - heaviness * 0.28, 0.30, 0.88) * (w.ammoWeight || 1); } // room-clear reward burst (weapons come from bosses / item rooms, not room clears) function spawnRoomReward(x, y, floor) { spawnGems(x, y, irand(3, 5 + floor)); const luck = G.player.stats.luck; if (chance(0.24 + luck * 0.3)) spawnPickup('ammo', x + rand(-30, 30), y + rand(-30, 30)); if (chance(0.10 + luck * 0.3)) spawnPickup('heart', x + rand(-30, 30), y + rand(-30, 30)); } function updatePickups(dt) { const p = G.player; const magR = 46 * p.stats.magnet; for (let i = G.pickups.length - 1; i >= 0; i--) { const k = G.pickups[i]; if (!k || k.dead) { G.pickups.splice(i, 1); continue; } if (k.delay) k.delay -= dt; k.t += dt; k.x += k.vx * dt; k.y += k.vy * dt; k.vx *= 0.9; k.vy *= 0.9; const d = dist(k.x, k.y, p.x, p.y); // gems & small pickups fly to the player inside magnet radius if ((k.type === 'gem' || k.type === 'heart' || k.type === 'ammo') && d < magR) { const a = angleTo(k.x, k.y, p.x, p.y); const sp = lerp(320, 60, d / magR); k.x += Math.cos(a) * sp * dt; k.y += Math.sin(a) * sp * dt; } if (d < p.r + 12 && !(k.delay > 0)) { collectPickup(k); G.pickups.splice(i, 1); } } } function collectPickup(k) { const p = G.player; switch (k.type) { case 'gem': gainXP(k.v * p.stats.xpMul); Sfx.gem(); break; case 'heart': if (p.hp < p.stats.maxHp) { healPlayer(2); spawnText(p.x, p.y, '+2', '#d92038'); } else addScore(25); Sfx.heart(); break; case 'ammo': { // Generic rounds refill every finite-ammo weapon the butcher is carrying, // including a special weapon currently holstered behind the Bone Popper. const carried = []; if (p.weapon && p.weapon.id !== 'bonepopper') carried.push(p.weapon); if (p.holstered && p.holstered.id !== 'bonepopper' && !carried.includes(p.holstered)) carried.push(p.holstered); let total = 0, wasted = 0; for (const inst of carried) { const def = WEAPONS[inst.id]; const cap = def.ammo * 1.5; const wanted = Math.max(1, Math.ceil(def.ammo * ammoRefillFraction(def) * p.stats.ammoPickupMul)); const add = Math.max(0, Math.min(wanted, cap - inst.ammo)); inst.ammo += add; total += add; wasted += wanted - add; } if (wasted > 0) addScore(Math.round(wasted * 2)); if (total > 0) spawnText(p.x, p.y, '+' + total + ' CARRIED AMMO', '#d0b060'); else if (!carried.length) addScore(15); Sfx.ammo(); break; } case 'weapon': { const w = WEAPONS[k.wid]; // drop the old special with its remaining ammo so it's never wasted const old = p.weapon.id !== 'bonepopper' ? p.weapon : p.holstered; if (old) { const a = rand(0, TAU); spawnPickup('weapon', p.x + Math.cos(a) * 34, p.y + Math.sin(a) * 34, { wid: old.id, ammo: old.ammo, delay: 0.6 }); } p.weapon = { id: w.id, ammo: k.ammo !== undefined ? k.ammo : w.ammo }; p.holstered = null; p.fireT = 0; p.charge = 0; addToast(w.name, w.desc); spawnText(p.x, p.y, w.name.toUpperCase(), '#ffd060'); Sfx.weapon(); break; } case 'item': { giveItem(k.iid); for (const q of G.pickups) if (q.type === 'itemspot') q.dead = true; // remove pedestal base break; } case 'stairs': nextFloor(); break; } } // readable nameplate shown when the player walks up to a pickup function drawPickupLabel(ctx, text, x, y, color) { ctx.save(); ctx.font = 'bold 11px monospace'; ctx.textAlign = 'center'; const w = Math.ceil(ctx.measureText(text).width) + 18; drawPixelPanel(ctx, x - w / 2, y - 10, w, 20, { cut: 3, shadow: false, fill: 'rgba(7,3,5,0.9)', border: 'rgba(117,59,68,0.9)', accent: color, }); ctx.fillStyle = color; ctx.fillText(text, x, y + 4); ctx.restore(); } function drawPickups(ctx) { const p = G.player; for (const k of G.pickups) { const bob = Math.sin(k.t * 4) * 2.5; if (k.type !== 'itemspot' && k.type !== 'stairs') Sprites.shadow(ctx, k.x, k.y + 9, 11, 4, 0.3); if (k.type === 'gem') { const big = k.v >= 5; ctx.save(); ctx.globalAlpha = 0.12 + Math.sin(k.t * 6) * 0.04; ctx.fillStyle = big ? '#55f5dc' : '#55aaff'; ctx.beginPath(); ctx.arc(k.x, k.y + bob, big ? 20 : 14, 0, TAU); ctx.fill(); ctx.restore(); Sprites.draw(ctx, big ? 'gem_big' : 'gem_small', k.x, k.y + bob, k.t * 0.8, big ? 32 : 24, false, 1, 0.85 + Math.abs(Math.sin(k.t * 2)) * 0.15, 1); } else if (k.type === 'heart') Sprites.draw(ctx, 'heart', k.x, k.y + bob, Math.sin(k.t * 2) * 0.08, 32, false, 1, 1 + Math.sin(k.t * 5) * 0.05, 1 + Math.sin(k.t * 5) * 0.05); else if (k.type === 'ammo') Sprites.draw(ctx, 'ammo', k.x, k.y + bob, Math.sin(k.t * 1.5) * 0.04, 32); else if (k.type === 'weapon') { ctx.save(); ctx.globalAlpha = 0.24 + Math.sin(k.t * 5) * 0.08; ctx.strokeStyle = '#ffd76a'; ctx.lineWidth = 2; ctx.beginPath(); ctx.arc(k.x, k.y, 24 + Math.sin(k.t * 4) * 3, 0, TAU); ctx.stroke(); ctx.restore(); Sprites.draw(ctx, 'w_' + k.wid, k.x, k.y + bob, 0, 64); } else if (k.type === 'itemspot') { Sprites.draw(ctx, 'pedestal', k.x, k.y, 0, 64); } else if (k.type === 'item') { ctx.save(); ctx.globalAlpha = 0.2 + Math.sin(k.t * 3) * 0.07; ctx.fillStyle = '#ffe075'; ctx.beginPath(); ctx.arc(k.x, k.y - 28, 30, 0, TAU); ctx.fill(); ctx.globalAlpha = 0.35; ctx.strokeStyle = '#ffe9a6'; ctx.lineWidth = 1; ctx.beginPath(); ctx.arc(k.x, k.y - 28, 25 + Math.sin(k.t * 4) * 3, 0, TAU); ctx.stroke(); ctx.restore(); Sprites.draw(ctx, 'i_' + k.iid, k.x, k.y - 28 + bob, 0, 64); } else if (k.type === 'stairs') { Sprites.draw(ctx, 'stairs', k.x, k.y, 0, 64); ctx.save(); ctx.globalAlpha = 0.5 + Math.sin(k.t * 3) * 0.25; ctx.strokeStyle = '#d8b84e'; ctx.lineWidth = 2; const inset = 3 + Math.sin(k.t * 3) * 2; ctx.strokeRect(k.x - 31 + inset, k.y - 31 + inset, 62 - inset * 2, 62 - inset * 2); ctx.restore(); } // hover nameplates when close if (dist2(k.x, k.y, p.x, p.y) < 90 * 90) { if (k.type === 'weapon') drawPickupLabel(ctx, WEAPONS[k.wid].name, k.x, k.y - 44, '#ffd060'); else if (k.type === 'item') drawPickupLabel(ctx, ITEMS[k.iid].name, k.x, k.y - 66, '#c9a227'); else if (k.type === 'stairs') drawPickupLabel(ctx, 'STAIRS DOWN', k.x, k.y - 52, '#e8e0d0'); else if (k.type === 'ammo') drawPickupLabel(ctx, 'AMMO', k.x, k.y - 26, '#d0b060'); } } }