diff --git a/.DS_Store b/.DS_Store index 7abd6ee..d10987f 100644 Binary files a/.DS_Store and b/.DS_Store differ diff --git a/js/index.js b/js/index.js index 1cccdb7..7a1e2eb 100644 --- a/js/index.js +++ b/js/index.js @@ -58,7 +58,7 @@ function getUrlVars() { }); return vars; } -window.addEventListener('load', (event) => { +window.addEventListener('load', () => { const set = getUrlVars() if (Object.keys(set).length !== 0) { openExperimentMenu(); @@ -332,7 +332,8 @@ const build = { techID.innerHTML = `
  ${tech.tech[i].name} ${isCount}
${tech.tech[i].description}` } else if (tech.tech[i].isExperimentalMode) { // techID.innerHTML = `${tech.tech[i].description}` - text += `
${tech.tech[i].name}
${tech.tech[i].description}
` + techID.innerHTML = `
${tech.tech[i].name}
${tech.tech[i].description}` + // text += `
${tech.tech[i].name}
${tech.tech[i].description}` } else { techID.innerHTML = `
  ${tech.tech[i].name} ${isCount}
${tech.tech[i].description}` } diff --git a/js/level.js b/js/level.js index 07e686d..cc04029 100644 --- a/js/level.js +++ b/js/level.js @@ -1109,8 +1109,8 @@ const level = { // spawn.starter(1900, -500, 200) //big boy // spawn.grower(1900, -500) // spawn.pulsarBoss(1900, -500) - // spawn.historyBoss(1900, -500) - // spawn.ghoster(2900, -500) + // spawn.shooterBoss(1900, -500) + spawn.shooter(2900, -500) // spawn.launcherBoss(1200, -500) // spawn.laserTargetingBoss(1600, -400) // spawn.striker(4600, -500) @@ -1119,7 +1119,7 @@ const level = { // spawn.sniper(1800, -120) // spawn.streamBoss(1600, -500) // spawn.orbitalBoss(1600, -500) - spawn.spawnerBossCulture(1600, -500) + // spawn.spawnerBossCulture(1600, -500) // spawn.shieldingBoss(1600, -500) // spawn.beamer(1200, -500) // spawn.shield(mob[mob.length - 1], 1800, -120, 1); diff --git a/js/mob.js b/js/mob.js index d5a9c34..f2bafd9 100644 --- a/js/mob.js +++ b/js/mob.js @@ -921,7 +921,7 @@ const mobs = { this.torque += 0.000004 * this.inertia; } else if (dot < -threshold) { this.torque -= 0.000004 * this.inertia; - } else if (this.noseLength > 1.5 && dot > 0 && dot < 0.03) { + } else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) { //fire spawn.bullet(this.vertices[1].x, this.vertices[1].y, 9 + Math.ceil(this.radius / 15)); const v = 15; diff --git a/js/spawn.js b/js/spawn.js index 1d88b80..679218a 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -919,7 +919,7 @@ const spawn = { me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon me.accelMag = 0.0001 * simulation.accelScale; me.frictionAir = 0.025; - me.collisionFilter.mask = cat.player | cat.bullet | cat.body + me.collisionFilter.mask = cat.player | cat.bullet //| cat.body me.memory = Infinity; Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger me.do = function() { @@ -996,7 +996,7 @@ const spawn = { me.eventHorizon = 1100; //required for black hole me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon me.accelMag = 0.00003 * simulation.accelScale; - me.collisionFilter.mask = cat.player | cat.bullet | cat.body + me.collisionFilter.mask = cat.player | cat.bullet //| cat.body // me.frictionAir = 0.005; me.memory = 1600; Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger @@ -2148,7 +2148,7 @@ const spawn = { me.alpha = 1; //used in drawGhost me.canTouchPlayer = false; //used in drawGhost // me.leaveBody = false; - me.collisionFilter.mask = cat.bullet | cat.body + me.collisionFilter.mask = cat.bullet //| cat.body me.showHealthBar = false; me.memory = 480; me.do = function() { @@ -2259,7 +2259,7 @@ const spawn = { me.memory = Infinity; // me.memory = 300; // Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001 - me.collisionFilter.mask = cat.player | cat.bullet | cat.body + me.collisionFilter.mask = cat.player | cat.bullet //| cat.body spawn.shield(me, x, y, 1); @@ -2485,7 +2485,7 @@ const spawn = { this.torque += 0.000004 * this.inertia; } else if (dot < -threshold) { this.torque -= 0.000004 * this.inertia; - } else if (this.noseLength > 1.5 && dot > 0 && dot < 0.05) { + } else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) { //fire spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 7 + Math.ceil(this.radius / 15), 4); const v = 20 * simulation.accelScale; @@ -2965,7 +2965,7 @@ const spawn = { // //run this function on hitting player // this.explode(); // }; - me.collisionFilter.mask = cat.bullet | cat.player | cat.mob | cat.body + me.collisionFilter.mask = cat.bullet | cat.player | cat.mob //| cat.body me.accelMag = 0.0004 * simulation.accelScale; me.leaveBody = false; me.frictionAir = 0.02; diff --git a/todo.txt b/todo.txt index cc8ad71..16f157e 100644 --- a/todo.txt +++ b/todo.txt @@ -1,17 +1,10 @@ ******************************************************** NEXT PATCH ******************************************************** -experiment and junk tech: decomposers - mobs leave behind spawns when they die - -new levelBoss - a cluster of larger spawns - while it's alive all mobs other leave behind spawns - -added block collisions to most no collide mobs - (this should buff block throwing and pilot wave) +fixed: sniper/shooter issues with aiming +fixed: Copied build urls ******************************************************** BUGS ******************************************************** -Copied build urls broke. You get the guns but none of the tech - spawns are forming node groups, but why?? you have to press z once to get copy to work for simulation.enableConstructMode() sometimes @@ -42,6 +35,10 @@ fix door.isOpen actually meaning isClosed? ******************************************************** TODO ******************************************************** +Tech: "Spacial Continuity": 12% chance for the block resulting from a slain enemy to be thrown at the nearst mob. + +Mobs that travel through walls but get stuck on blocks are annoying + tech plasma field - plasma field becomes an aoe damage field with the same radius 200% more energy drain, 100% more damage draw a square (or two) that rapidly spins