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

@@ -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()