propagator

tech: propagator - 67% damage, lose 1/2 second of time when a mob dies

timeSkipBoss is back, maybe it will not cause bugs this time
  immune to harm unless player is inside horizon
  player loses time when inside horizon

snake bosses are immune to harm until your remove their tail

mob shields are 30% stronger
time dilation: retrocausality automatically grabs power ups
eternalism 50->40% damage
paradigm shift 10->16% chance to get a research when ejecting tech
reaction inhibitor 11->13% mob health reduction
recycling 1->0.5% health for 5 seconds
  up to 2.5% per mob kill at normal max health

bug fixes
This commit is contained in:
landgreen
2022-05-30 12:28:05 -07:00
parent 779500ce21
commit 06c1285828
12 changed files with 407 additions and 220 deletions

View File

@@ -2109,10 +2109,10 @@ const b = {
onEnd() {},
do() {
if (this.endCycle < simulation.cycle + 1) this.isWave = false
if (Matter.Query.point(map, this.position).length) { //check if inside map
if (Matter.Query.point(map, this.position).length) { //check if inside map //|| Matter.Query.point(body, this.position).length
this.isBranch = true;
this.do = () => { if (this.endCycle < simulation.cycle + 1) this.isWave = false }
} else { //check if inside a body
} else { //check if inside a mob
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
const radius = mob[i].radius + tech.extruderRange / 2
@@ -2387,14 +2387,14 @@ const b = {
}
if (tech.isLaserPush) { //push mobs away
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.94, y: best.who.velocity.y * 0.94 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.006 * push * Math.min(6, best.who.mass))
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.95, y: best.who.velocity.y * 0.95 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.005 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
} else if (tech.isLaserPush && best.who.classType === "body") {
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.94, y: best.who.velocity.y * 0.94 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.006 * push * Math.min(6, best.who.mass))
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.95, y: best.who.velocity.y * 0.95 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.005 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
};
@@ -6996,7 +6996,7 @@ const b = {
x: 7.5 * Math.cos(m.angle - Math.PI / 2),
y: 7.5 * Math.sin(m.angle - Math.PI / 2)
}
const dmg = 0.66 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
const dmg = 0.70 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
const eye = {
x: m.pos.x + 15 * Math.cos(m.angle),

View File

@@ -198,7 +198,7 @@ function collisionChecks(event) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
if (tech.blockDmg) { //electricity
console.log("hi")
// console.log("hi")
Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
mobs.statusDoT(mob[k], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12

View File

@@ -187,7 +187,7 @@ window.addEventListener('load', () => {
const canvas = document.getElementById("canvas");
//using "const" causes problems in safari when an ID shares the same name.
const ctx = canvas.getContext("2d");
// const ctx = canvas.getContext('2d', { alpha: false }); //optimization, but doesn't work
// const ctx = canvas.getContext('2d', { alpha: false }); //optimization, this works if you wipe with the background color of each level
document.body.style.backgroundColor = "#fff";
@@ -278,7 +278,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
if (tech.tech[i].count > 0) {
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
if (tech.tech[i].isNonRefundable) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else if (tech.tech[i].isFieldTech) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title">
<span style="position:relative;">

View File

@@ -17,10 +17,10 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// // simulation.isHorizontalFlipped = true
// m.addHealth(Infinity)
// m.setField("standing wave")
// m.setField("time dilation")
// b.giveGuns("nail gun")
// tech.giveTech("closed timelike curve")
// tech.giveTech("irradiated nails")
// tech.giveTech("retrocausality")
// tech.giveTech("pneumatic actuator")
// tech.giveTech("6s half-life")
// for (let i = 0; i < 10; i++) tech.giveTech("replication")
@@ -36,8 +36,8 @@ const level = {
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.testing();
// level.reactor(); //not in rotation, used for testing
// spawn.timeBoss(1900, -500)
// spawn.snakeSpitBoss(1900, -500)
// level.reservoir(); //not in rotation, used for testing
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -2681,7 +2681,7 @@ const level = {
// spawn.shieldingBoss(1700, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// for (let i = 0; i < 4; i++) spawn.starter(1900, -500)
for (let i = 0; i < 4; i++) spawn.starter(1900, -500)
// spawn.pulsar(1900, -500)
// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
// mob[mob.length - 1].isShielded = true
@@ -3294,8 +3294,8 @@ const level = {
}
//2nd floor
spawn.mapVertex(855, -1936, "-612 50 0 100 612 50 612 -50 -612 -50");
spawn.mapVertex(-687, -1936, "-612 50 0 100 612 50 612 -50 -612 -50");
spawn.mapVertex(-687, -1936, "-625 50 0 100 625 50 625 -50 -625 -50");
spawn.mapVertex(855, -1936, "-625 50 0 100 625 50 625 -50 -625 -50");
//2nd floor right building
// spawn.mapRect(550, -3050, 600, 175);
@@ -3328,11 +3328,11 @@ const level = {
spawn.randomMob(950, -1725, 0.1);
spawn.randomMob(-725, -1775, 0.1);
spawn.randomMob(-200, -2075, 0);
spawn.randomMob(-550, -3500, -0.2);
spawn.randomMob(375, -2125, 0);
spawn.randomMob(1025, -3200, 0);
spawn.randomMob(-550, -3500, 0);
spawn.randomMob(-700, -2450, -0.1);
spawn.randomMob(-1175, -2775, -0.1);
spawn.randomMob(1025, -3200, -0.2);
spawn.randomMob(-525, -3750, -0.2);
spawn.randomMob(1350, -2075, -0.3);
spawn.randomMob(1775, 1000, -0.4);

View File

@@ -1119,7 +1119,7 @@ const mobs = {
if (tech.iceIXOnDeath && this.isSlowed) {
for (let i = 0, len = 2 * Math.sqrt(Math.min(this.mass, 25)) * tech.iceIXOnDeath; i < len; i++) b.iceIX(3, Math.random() * 2 * Math.PI, this.position)
}
if (tech.deathSpawnsFromBoss || (tech.deathSpawns && this.isDropPowerUp)) {
if (tech.deathSpawnsFromBoss || tech.deathSpawns) {
const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
for (let i = 0; i < len; i++) {
@@ -1130,6 +1130,22 @@ const mobs = {
});
}
}
if (tech.isDeathSkipTime && !m.isBodiesAsleep) {
requestAnimationFrame(() => {
simulation.timePlayerSkip(this.isBoss ? 45 : 25)
simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
}); //wrapping in animation frame prevents errors, probably
// if (tech.isFlipFlopOn) {
// m.rewind(this.isBoss ? 45 : 25)
// } else {
// requestAnimationFrame(() => {
// simulation.timePlayerSkip(this.isBoss ? 45 : 25)
// simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
// }); //wrapping in animation frame prevents errors, probably
// }
}
if (tech.isEnergyLoss) m.energy *= 0.75;
powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
m.lastKillCycle = m.cycle; //tracks the last time a kill was made, mostly used in simulation.checks()

View File

@@ -2529,6 +2529,25 @@ const m = {
this.rewindCount = 0
m.grabPowerUpRange2 = 300000
m.hold = function() {
m.grabPowerUp();
// //grab power ups
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// if (
// Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
// !simulation.isChoosing &&
// (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
// ) {
// powerUps.onPickUp(powerUp[i]);
// powerUp[i].effect();
// Matter.Composite.remove(engine.world, powerUp[i]);
// powerUp.splice(i, 1);
// break; //because the array order is messed up after splice
// }
// }
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
@@ -2568,20 +2587,6 @@ const m = {
} else {
m.undoCrouch()
}
//grab power ups
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
) {
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break; //because the array order is messed up after splice
}
}
if (!(this.rewindCount % 30)) {
if (tech.isRewindBot) {
for (let i = 0; i < tech.isRewindBot; i++) {
@@ -2594,8 +2599,6 @@ const m = {
const who = bullet[bullet.length - 1]
who.endCycle = simulation.cycle + 60
}
}
}
}
@@ -2612,7 +2615,7 @@ const m = {
} else {
m.fieldFire = true;
m.isBodiesAsleep = false;
m.drain = 0.003
m.drain = 0.0025
m.hold = function() {
if (m.isHolding) {
m.wakeCheck();

View File

@@ -137,7 +137,7 @@ const powerUps = {
},
doDefault() {
//draw power ups
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
@@ -237,7 +237,6 @@ const powerUps = {
}
},
choose(type, index) {
console.log('choose')
if (type === "gun") {
b.giveGuns(index)
let text = `b.giveGuns("<span class='color-text'>${b.guns[index].name}</span>")`
@@ -356,7 +355,7 @@ const powerUps = {
// document.body.style.overflow = "hidden"
// if (m.alive){}
if (simulation.paused) requestAnimationFrame(cycle);
simulation.paused = false;
if (m.alive) simulation.paused = false;
simulation.isChoosing = false; //stops p from un pausing on key down
build.unPauseGrid()
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
@@ -1080,7 +1079,7 @@ const powerUps = {
},
pauseEjectTech(index) {
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {
if (Math.random() < 0.1 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
if (Math.random() < 0.16 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
tech.removeTech(index)
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
} else {

View File

@@ -521,9 +521,7 @@ const simulation = {
}
}, len * swapPeriod);
},
wipe() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
},
wipe() {}, //set in simulation.startGame
gravity() {
function addGravity(bodies, magnitude) {
for (var i = 0; i < bodies.length; i++) {
@@ -1049,7 +1047,7 @@ const simulation = {
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05
if (tech.isHealthRecovery) m.addHealth(0.01 * m.maxHealth)
if (tech.isHealthRecovery) m.addHealth(0.005 * m.maxHealth)
}
if (!(m.cycle % 420)) { //once every 7 seconds

View File

@@ -1,10 +1,11 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, mantisBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss"
// other bosses: suckerBoss, laserBoss, tetherBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: [
"orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeBoss", "snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss", "shieldingBoss", "timeSkipBoss"
],
bossTypeSpawnOrder: [], //preset list of boss names calculated at the start of a run by the randomSeed
bossTypeSpawnIndex: 0, //increases as the boss type cycles
@@ -19,7 +20,7 @@ const spawn = {
pickList: ["starter", "starter"],
fullPickList: [
"hopper", "hopper", "hopper",
"slasher", "slasher", "hopper",
"slasher", "slasher", "slasher",
"stabber", "stabber", "stabber",
"springer", "springer", "springer",
"shooter", "shooter",
@@ -2028,7 +2029,6 @@ const spawn = {
me.seePlayerFreq = 300;
const springStiffness = 0.00008; //simulation.difficulty
const springDampening = 0.01;
me.springTarget = {
x: me.position.x,
y: me.position.y
@@ -2055,11 +2055,9 @@ const spawn = {
Composite.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.invulnerabilityCountDown = 0
me.do = function() {
this.checkStatus();
this.gravity();
@@ -2069,7 +2067,6 @@ const spawn = {
ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#222";
ctx.fill();
this.seePlayerCheck()
// this.seePlayerByHistory()
if (this.isInvulnerable) {
@@ -2202,7 +2199,6 @@ const spawn = {
}
}
};
me.onDeath = function() {
this.removeCons();
if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -2215,7 +2211,6 @@ const spawn = {
}
}
};
const sideLength = 80 // distance between each node mob
const nodes = 3
const angle = 2 * Math.PI / nodes
@@ -2255,7 +2250,6 @@ const spawn = {
}
};
}
const stiffness = 0.01
const damping = 0.1
for (let i = 1; i < nodes; ++i) { //attach to center mob
@@ -2287,88 +2281,86 @@ const spawn = {
}
spawn.allowShields = true;
},
timeSkipBoss(x, y, radius = 55) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1800; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.0004 * simulation.accelScale;
// me.frictionAir = 0.005;
// me.memory = 1600;
// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
// me.isBoss = true;
// // me.stroke = "transparent"; //used for drawSneaker
// me.timeSkipLastCycle = 0
// me.eventHorizon = 1800; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
// me.accelMag = 0.0004 * simulation.accelScale;
// // me.frictionAir = 0.005;
// // me.memory = 1600;
// // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
// Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
// me.onDeath = function() {
// //applying forces to player doesn't seem to work inside this method, not sure why
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (this.speed > 8) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.99,
// y: this.velocity.y * 0.99
// });
// }
// this.seePlayerCheck();
// this.checkStatus();
// this.attraction()
// if (!simulation.isTimeSkipping) {
// const compress = 1
// if (this.timeSkipLastCycle < simulation.cycle - compress &&
// Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
// this.timeSkipLastCycle = simulation.cycle
// simulation.timeSkip(compress)
// this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
// this.stroke = "#014"
// this.isShielded = false;
// this.isDropPowerUp = true;
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
me.onDeath = function() {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 8) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerCheck();
this.checkStatus();
this.attraction()
if (!simulation.isTimeSkipping) {
const compress = 1
if (this.timeSkipLastCycle < simulation.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = simulation.cycle
simulation.timeSkip(compress)
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff";
// ctx.globalCompositeOperation = "destination-in"; //in or atop
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.clip();
this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
this.stroke = "#014"
this.isShielded = false;
this.isDropPowerUp = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// // ctx.fillStyle = "#000";
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.clip();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// ctx.fillStyle = "#000";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
} else {
this.isShielded = true;
this.isDropPowerUp = false;
this.seePlayer.recall = false
this.fill = "transparent"
this.stroke = "transparent"
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
ctx.fill();
}
}
}
},
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// } else {
// this.isShielded = true;
// this.isDropPowerUp = false;
// this.seePlayer.recall = false
// this.fill = "transparent"
// this.stroke = "transparent"
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// }
// }
// }
// },
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
@@ -3931,7 +3923,7 @@ const spawn = {
me.isBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.06 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
@@ -3974,8 +3966,8 @@ const spawn = {
const unit = Vector.sub(player.position, this.position)
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(unit), 0.1));
} else {
if (Math.abs(this.velocity.y) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
if (Math.abs(this.velocity.x) < 6.5) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
if (Math.abs(this.velocity.y) < 10) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
if (Math.abs(this.velocity.x) < 7) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
}
if (this.isInvulnerable) {
@@ -5138,7 +5130,7 @@ const spawn = {
me.maxCycles = 110;
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.5;
me.frictionAir = 1;
// me.homePosition = { x: x, y: y };
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
@@ -5153,7 +5145,7 @@ const spawn = {
};
me.damageReduction = 0.35 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
Matter.Body.rotate(this, 0.003) //gently spin around
this.checkStatus();
ctx.beginPath(); //draw cycle timer
ctx.moveTo(this.vertices[this.vertices.length - 1].x, this.vertices[this.vertices.length - 1].y)
@@ -5186,6 +5178,73 @@ const spawn = {
}
};
},
timeSkipBoss(x, y, radius = 50) {
mobs.spawn(x, y, 15, radius, "rgb(150, 150, 255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.eventHorizon = 0; //set in mob loop
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.004;
me.accelMag = 0.0001 + 0.00003 * simulation.accelScale
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random(), true)
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.07 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// requestAnimationFrame(() => { simulation.timePlayerSkip(120) }); //wrapping in animation frame prevents errors, probably
};
me.onDamage = function() {
//find side of mob closest to player
//causes lag for foam,laser too many seekers //maybe scale chance with dmg
// const where = Vector.add(this.position, Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.radius + 10))
// spawn.seeker(where.x, where.y); //give the bullet a rotational velocity as if they were attached to a vertex
};
me.do = function() {
this.seePlayerByHistory();
this.attraction();
this.checkStatus();
this.eventHorizon = 950 + 170 * Math.sin(simulation.cycle * 0.005)
if (!simulation.isTimeSkipping) {
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < this.eventHorizon) {
this.attraction();
this.damageReduction = this.startingDamageReduction
this.isInvulnerable = false
if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
simulation.timePlayerSkip(8)
simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
}); //wrapping in animation frame prevents errors, probably
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.stroke();
ctx.clip();
} else {
this.damageReduction = 0
this.isInvulnerable = true
//prevents other things from being drawn later on in the draw cycle
requestAnimationFrame(() => {
simulation.camera();
ctx.beginPath(); //gets rid of already draw shapes
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI, false); //part you can't see
ctx.fillStyle = color.background;
ctx.fill();
ctx.restore();
})
}
}
};
},
streamBoss(x, y, radius = 110) {
mobs.spawn(x, y, 5, radius, "rgb(245,180,255)");
let me = mob[mob.length - 1];
@@ -5412,10 +5471,14 @@ const spawn = {
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 + 0.0002 * Math.sqrt(simulation.accelScale)
me.accelMag = 0.0003 + 0.0002 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.0022 + 0.00022 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.startingDamageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0
me.isInvulnerable = true
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
@@ -5428,9 +5491,7 @@ const spawn = {
};
me.canFire = false;
me.closestVertex1 = 0;
// me.closestVertex2 = 1;
me.cycle = 0
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerByHistory()
@@ -5439,7 +5500,7 @@ const spawn = {
this.cycle++
if (this.seePlayer.recall && ((this.cycle % 10) === 0)) {
if (this.canFire) {
if (this.cycle > 120) {
if (this.cycle > 100) {
this.cycle = 0
this.canFire = false
// Matter.Body.setAngularVelocity(this, 0.1)
@@ -5450,7 +5511,7 @@ const spawn = {
}
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -10)
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -13)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
@@ -5482,14 +5543,29 @@ const spawn = {
// }
}
}
if (this.isInvulnerable) {
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
let previousTailID = 0
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
if (i === 0) mob[mob.length - 1].snakeHeadID = me.id
mob[mob.length - 1].previousTailID = previousTailID
previousTailID = mob[mob.length - 1].id
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
@@ -5530,36 +5606,46 @@ const spawn = {
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.00077 * simulation.accelScale;
me.accelMag = 0.0004 + 0.0003 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.00165 + 0.00011 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.startingDamageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0
me.isInvulnerable = true
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
// mob[i].removeConsBB();
}
}
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerByHistory()
this.checkStatus();
this.attraction();
this.harmZone();
if (this.isInvulnerable) {
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
let previousTailID = 0
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
if (i === 0) mob[mob.length - 1].snakeHeadID = me.id
mob[mob.length - 1].previousTailID = previousTailID
previousTailID = mob[mob.length - 1].id
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
@@ -5595,23 +5681,23 @@ const spawn = {
let me = mob[mob.length - 1];
me.collisionFilter.mask = cat.bullet | cat.player | cat.mob //| cat.body
me.accelMag = 0.0006 * simulation.accelScale;
me.leaveBody = false;
me.leaveBody = Math.random() < 0.33 ? true : false;
me.showHealthBar = false;
me.isDropPowerUp = false;
// Matter.Body.setDensity(me, 0.00004); //normal is 0.001
Matter.Body.setDensity(me, 0.003); //normal is 0.001
me.frictionAir = 0.015;
me.isSnakeTail = true;
me.stroke = "transparent"
me.onDeath = function() {
// if (this.isSnakeTail) { //wake up tail mobs
// for (let i = 0; i < mob.length; i++) {
// if (mob[i].isSnakeTail && mob[i].alive) {
// mob[i].isSnakeTail = false;
// mob[i].do = mob[i].doActive
// mob[i].removeConsBB();
// }
// }
// }
setTimeout(() => {
for (let i = 0, len = mob.length; i < len; i++) {
if (this.id === mob[i].previousTailID && mob[i].alive) mob[i].death()
if (this.snakeHeadID === mob[i].id) {
mob[i].isInvulnerable = false
mob[i].damageReduction = mob[i].startingDamageReduction
}
}
}, 150);
};
me.do = function() {
this.checkStatus();
@@ -5666,7 +5752,7 @@ const spawn = {
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.shield = true;
me.damageReduction = 0.075 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.05 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isUnblockable = true
me.isExtraShield = isExtraShield //this prevents spamming with tech.isShieldAmmo
me.collisionFilter.category = cat.mobShield

View File

@@ -221,7 +221,8 @@ const tech = {
},
damageFromTech() {
let dmg = 1 //m.fieldDamage
if (tech.isNoDraftPause) dmg *= 1.5
if (tech.isDeathSkipTime) dmg *= 1.67
if (tech.isNoDraftPause) dmg *= 1.4
if (tech.isTechDebt) dmg *= Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount)
if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction())
if (tech.OccamDamage) dmg *= tech.OccamDamage
@@ -556,7 +557,7 @@ const tech = {
{
name: "cache",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Cache_(computing)' class="link">cache</a>`,
description: `${powerUps.orb.ammo()} give <strong>16x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
description: `${powerUps.orb.ammo()} give <strong>1600%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
// ammo powerups always max out your gun,
// but the maximum ammo ti limited
// description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
@@ -936,7 +937,7 @@ const tech = {
},
{
name: "reaction inhibitor",
description: "mobs spawn with <strong>11%</strong> less <strong>health</strong>",
description: "mobs spawn with <strong>13%</strong> less <strong>health</strong>",
maxCount: 3,
count: 0,
frequency: 1,
@@ -946,7 +947,7 @@ const tech = {
},
requires: "", //"any mob death tech",
effect: () => {
tech.mobSpawnWithHealth *= 0.89
tech.mobSpawnWithHealth *= 0.87
//set all mobs at full health to 0.85
for (let i = 0; i < mob.length; i++) {
@@ -957,6 +958,24 @@ const tech = {
tech.mobSpawnWithHealth = 1;
}
},
{
name: "propagator",
description: "increase <strong class='color-d'>damage</strong> by <strong>67%</strong>, but after<br>mobs <strong>die</strong> lose <strong>0.5</strong> seconds of <strong>time</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "",
effect() {
tech.isDeathSkipTime = true
},
remove() {
tech.isDeathSkipTime = false
}
},
{
name: "decorrelation",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>70%</strong> after not <strong>activating</strong><br>your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> for <strong>2</strong> seconds",
@@ -1772,6 +1791,24 @@ const tech = {
m.eyeFillColor = 'transparent'
}
},
// {
// name: "spacetime interval",
// description: "increase <strong class='color-d'>damage</strong> by <strong>93%</strong>, but after mobs <strong>die</strong><br>move into the <strong>past</strong> / <strong>future</strong> while <strong class='color-flop'>ON</strong> / <strong class='color-flop'>OFF</strong>",
// maxCount: 1,
// count: 0,
// frequency: 4,
// frequencyDefault: 4,
// allowed() {
// return tech.isFlipFlop || tech.isRelay
// },
// requires: "ON/OFF tech",
// effect() {
// tech.isDeathSkipTime = true
// },
// remove() {
// tech.isDeathSkipTime = false
// }
// },
{
name: "NAND gate",
description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
@@ -2479,7 +2516,7 @@ const tech = {
},
{
name: "recycling",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regain <strong>1%</strong> of max <strong class='color-h'>health</strong> every second",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regain <strong>0.5%</strong> of max <strong class='color-h'>health</strong> every second",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3172,7 +3209,7 @@ const tech = {
{
name: "paradigm shift",
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>10%</strong> chance to convert that <strong class='color-m'>tech</strong> into ${powerUps.orb.research(1)}`,
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>16%</strong> chance to convert that <strong class='color-m'>tech</strong> into ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3191,7 +3228,7 @@ const tech = {
{
name: "eternalism",
// description: `increase <strong class='color-d'>damage</strong> by <strong>60%</strong>, but <strong>time</strong> doesn't <strong>pause</strong><br>while choosing a choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong>`, //${powerUps.orb.heal()} or
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong>, but<br><strong>time</strong> can't be <strong>paused</strong> <em>(time dilation still works)</em>",
description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong>, but<br><strong>time</strong> can't be <strong>paused</strong> <em>(time dilation still works)</em>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3556,19 +3593,19 @@ const tech = {
// return `randomly remove <strong>${this.removePercent * 100}%</strong> of your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong>`
// },
descriptionFunction() {
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong> <em>(~${this.damagePerRemoved * 50 * tech.totalCount}%)</em>`
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100 }%</strong> <strong class='color-d'>damage</strong> <em>(~${(this.count === 0) ? this.damagePerRemoved * 50 * tech.totalCount : tech.OccamDamage*100}%)</em>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequency: 199,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
removePercent: 0.5,
requires: "more than 6 tech",
// removePercent: 0.5,
damagePerRemoved: 0.5,
effect() {
let pool = []
@@ -3577,7 +3614,7 @@ const tech = {
}
pool = shuffle(pool); //shuffles order of maps
let removeCount = 0
for (let i = 0, len = pool.length * this.removePercent; i < len; i++) removeCount += tech.removeTech(pool[i])
for (let i = 0, len = pool.length * this.damagePerRemoved; i < len; i++) removeCount += tech.removeTech(pool[i])
tech.OccamDamage = 1 + this.damagePerRemoved * removeCount
// tech.OccamDamage = Math.pow(1.25, removeCount)
},
@@ -5713,8 +5750,8 @@ const tech = {
simulation.updateGunHUD()
},
remove() {
b.guns[8].ammoPack = 24
if (this.count) {
b.guns[8].ammoPack = 24
b.guns[8].ammo += this.ammoLost
simulation.updateGunHUD()
}
@@ -6110,7 +6147,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserBotUpgrade || tech.isLaserMine) && tech.laserDamage === 0.17
return (tech.haveGunCheck("laser") || tech.isLaserBotUpgrade || tech.isLaserMine) && tech.laserDamage === 0.18
},
requires: "laser, not free-electron",
effect() {
@@ -6138,13 +6175,13 @@ const tech = {
requires: "laser, not pulse, diodes",
effect() {
tech.laserFieldDrain = 0.007 //base is 0.002
tech.laserDamage = 0.51; //base is 0.16
tech.laserDamage = 0.54; //base is 0.18
tech.laserColor = "#83f"
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
},
remove() {
tech.laserFieldDrain = 0.002;
tech.laserDamage = 0.17; //used in check on pulse and diode: tech.laserDamage === 0.16
tech.laserDamage = 0.18; //used in check on pulse and diode: tech.laserDamage === 0.16
tech.laserColor = "#f00"
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
}
@@ -6217,7 +6254,7 @@ const tech = {
{
name: "diffuse beam",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Diffuser_(optics)' class="link">diffuse beam</a>`,
description: "<strong class='color-laser'>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase full beam <strong class='color-d'>damage</strong> by <strong>200%</strong>",
description: "<strong class='color-laser'>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase full beam <strong class='color-d'>damage</strong> by <strong>220%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6311,7 +6348,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDamage === 0.17 && !tech.isStuckOn
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDamage === 0.18 && !tech.isStuckOn
},
requires: "laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier",
effect() {
@@ -7049,7 +7086,7 @@ const tech = {
},
requires: "extruder",
effect() {
tech.extruderRange += 60
tech.extruderRange += 55
},
remove() {
tech.extruderRange = 15
@@ -7895,6 +7932,51 @@ const tech = {
},
remove() {}
},
{
name: "translate",
description: "translate n-gon into a random language",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return true
},
requires: "",
effect() {
// generate a container
const gtElem = document.createElement('div')
gtElem.id = "gtElem"
gtElem.style.visibility = 'hidden' // make it invisible
document.body.append(gtElem)
// generate a script to run after creation
function initGT() {
// create a new translate element
new google.translate.TranslateElement({ pageLanguage: 'en', layout: google.translate.TranslateElement.InlineLayout.HORIZONTAL }, 'gtElem')
// ok now since it's loaded perform a funny hack to make it work
const langSelect = document.getElementsByClassName("goog-te-combo")[0]
// select a random language. It takes a second for all langauges to load, so wait a second.
setTimeout(() => {
langSelect.selectedIndex = Math.round(langSelect.options.length * Math.random())
// simulate a click
langSelect.dispatchEvent(new Event('change'))
// now make it go away
const bar = document.getElementById(':1.container')
bar.style.display = 'none'
bar.style.visibility = 'hidden'
}, 1000)
}
// add the google translate script
const translateScript = document.createElement('script')
translateScript.src = '//translate.google.com/translate_a/element.js?cb=initGT'
document.body.append(translateScript)
},
remove() {}
},
{
name: "discount",
description: "get 3 random <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",
@@ -10223,4 +10305,5 @@ const tech = {
isClusterExplode: null,
isCircleExplode: null,
isPetalsExplode: null,
isDeathSkipTime: null
}