Files
MeatSlicer/js/state.js
T
MeatSlicer Developer 4f46d54e99 Item system overhaul: rarity bands, per-item caps, source pools + 14 new passives
- Add ITEM_RARITY (common/uncommon/rare/legendary) with per-item tier caps
- Weighted pools per source: elites favour common, item rooms uncommon,
  bosses rare/legendary; legendaries are boss-exclusive; capped items excluded
- Rarity-weighted powerScore so deep common stacks inflate difficulty less
- Differentiate duplicates: Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts
- 14 new clean passives incl. Chill Gland (activates slowOnHit) and Hooked Sinew
  (activates magnetPull); revive magnetPull in pickups
- Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray,
  dynamic help implant pages (8 -> 9)
- Generate 14 item icons via gen_assets.py; bump asset cache to v=38
- Update smoke tests for 60 items, per-item caps, pools, weighted power
2026-07-30 15:21:02 +10:00

81 lines
2.8 KiB
JavaScript

// ---- global game state ----
const W = 960, H = 640, TILE = 64, WALL = 48, DOOR_HALF = 44;
const G = {
mode: 'menu', // menu | play | levelup | pause | gameover
time: 0,
floor: 1,
score: 0,
kills: 0,
player: null,
rooms: {}, // "x,y" -> room
cur: null, // current room
enemies: [],
bullets: [], // player projectiles
ebullets: [], // enemy projectiles
pickups: [],
parts: [], // particles
corpses: [], // short-lived frame-animated deaths
hazards: [], // acid/fire pools, traps (hurt enemies)
telegraphs: [], // boss telegraphs -> effects (hurt player)
toasts: [],
shake: 0,
flash: 0, // red screen flash when hurt
boss: null, // live boss ref
pendingLevelups: 0,
perkChoices: null,
autoPerk: false,
pressure: 1,
pressureDial: 0,
streak: 0,
roomDamaged: false,
roomEnterT: 0,
recentHits: [],
transition: 0, // room transition fade
muted: false,
pauseHelp: false,
helpPage: 0,
sfxVol: 0.45,
musicVol: 0.55,
hudAlpha: 1,
imagesLoaded: false,
roomLayer: null,
roomLayerKey: '',
atmosphereLayer: null,
};
const PERK_POWER_WEIGHT = 0.5;
const PRESSURE_MIN = 0.75, PRESSURE_MAX = 1.60;
const PRESSURE_UNIT = 0.01; // one "point" on the dial scale
const PRESSURE_GAIN = PRESSURE_UNIT; // retained: dial 0 == 1 point
const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
const PRESSURE_DIAL_MIN = -5, PRESSURE_DIAL_MAX = 5;
// -5 -> 0 units, 0 -> 1 unit, +5 -> 5 units (piecewise linear)
function pressureGainUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX); return d <= 0 ? 1 + d * 0.2 : 1 + d * 0.8; }
// -5 -> 5 units, 0 -> 3 units, +5 -> 0 units (piecewise linear)
function pressureDropUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX); return d <= 0 ? 3 - d * 0.4 : 3 - d * 0.6; }
function pressureGain() { return pressureGainUnits(G.pressureDial) * PRESSURE_UNIT; }
function pressureDropScale() { return pressureDropUnits(G.pressureDial) / PRESSURE_DROP_BASE; }
// total player power: perks drafted (level - 1) + item tiers owned, weighted by rarity.
// monsters scale against this so difficulty tracks the build.
function powerScore() {
const p = G.player;
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;
return Math.max(0, n);
}
function addShake(n) { G.shake = Math.min(G.shake + n, 18); }
function addToast(text, sub) {
G.toasts.push({ text, sub: sub || '', t: 0 });
if (G.toasts.length > 3) G.toasts.shift();
}
function addScore(n) {
if (!n) return;
const scaled = Math.round(n * (G.pressure || 1));
G.score += n > 0 ? Math.max(1, scaled) : scaled;
}