scroll tech when choosing tech
you can scroll through the tech and gun menus while selecting power ups added another classic n-gon option in settings tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll stabber mobs now stab 15% shorter distance, but they can stab more often weak interaction gives 5->10 max energy per unused power up bug fixes
This commit is contained in:
53
js/index.js
53
js/index.js
@@ -220,33 +220,6 @@ for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
}
|
||||
|
||||
const build = {
|
||||
// onLoadPowerUps() {
|
||||
// const set = getUrlVars()
|
||||
// if (Object.keys(set).length !== 0) {
|
||||
// for (const property in set) {
|
||||
// set[property] = set[property].replace(/%20/g, " ")
|
||||
// if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
|
||||
// if (property.substring(0, 3) === "tech") tech.giveTech(set[property])
|
||||
// if (property === "field") m.setField(set[property])
|
||||
// if (property === "difficulty") {
|
||||
// simulation.difficultyMode = Number(set[property])
|
||||
// document.getElementById("difficulty-select").value = Number(set[property])
|
||||
// }
|
||||
// if (property === "level") {
|
||||
// level.levelsCleared += Number(set[property]);
|
||||
// level.difficultyIncrease(Number(set[property]) * simulation.difficultyMode) //increase difficulty based on modes
|
||||
// spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
|
||||
// level.onLevel++
|
||||
// }
|
||||
// }
|
||||
// for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
|
||||
// bullet = []; //remove any bullets that might have spawned from tech
|
||||
// if (b.inventory.length > 0) {
|
||||
// b.activeGun = b.inventory[0] //set first gun to active gun
|
||||
// simulation.makeGunHUD();
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
pauseGrid() {
|
||||
//left side
|
||||
let botText = ""
|
||||
@@ -264,14 +237,7 @@ const build = {
|
||||
<br><br><svg class="SVG-button" onclick="build.shareURL(false)" width="92" height="20" style="padding:0px; margin: 1px;">
|
||||
<g stroke='none' fill='#333' stroke-width="2" font-size="14px" font-family="Ariel, sans-serif"> <text x="5" y="15">copy build url</text></g>
|
||||
</svg><br>`
|
||||
//{ /* <strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}% */ }
|
||||
// <br>damage difficulty reduction: ${((1-m.dmgScale)*100).toFixed(2)}%
|
||||
// <br>effective damage: ${(((tech.damageFromTech()-1)*m.dmgScale)*100).toFixed(0)}%
|
||||
// <br>
|
||||
// <br><strong class='color-d'>damage</strong> = ${((tech.damageFromTech())*100).toFixed(0)}% × ${((m.dmgScale)*100).toFixed(2)}% = ${(((tech.damageFromTech())*m.dmgScale)*100).toFixed(0)}%
|
||||
/// <br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
|
||||
text +=
|
||||
`
|
||||
text += `
|
||||
<br>effective <strong class='color-d'>damage</strong>: ${(tech.damageFromTech() * m.dmgScale).toPrecision(4)}
|
||||
<br>damage: ${((tech.damageFromTech())).toPrecision(4)}, difficulty: ${((m.dmgScale)).toPrecision(4)}
|
||||
<br>
|
||||
@@ -301,13 +267,13 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
|
||||
//right side
|
||||
text = "";
|
||||
if (tech.isPauseSwitchField) {
|
||||
if (tech.isPauseSwitchField && !simulation.isChoosing) {
|
||||
text += `<div class="pause-grid-module" id ="pause-field" style="animation: fieldColorCycle 1s linear infinite alternate;"><div class="grid-title"><div class="circle-grid field"></div> ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
|
||||
} else {
|
||||
text += `<div class="pause-grid-module" id ="pause-field"><div class="grid-title"><div class="circle-grid field"></div> ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
|
||||
}
|
||||
|
||||
const style = tech.isPauseEjectTech ? 'style="animation: techColorCycle 1s linear infinite alternate;"' : ''
|
||||
const style = (tech.isPauseEjectTech && !simulation.isChoosing) ? 'style="animation: techColorCycle 1s linear infinite alternate;"' : ''
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
|
||||
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
|
||||
@@ -337,11 +303,24 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
el = document.getElementById("pause-grid-right")
|
||||
el.style.display = "grid"
|
||||
el.innerHTML = text
|
||||
|
||||
document.getElementById("tech").style.display = "none"
|
||||
document.getElementById("guns").style.display = "none"
|
||||
document.getElementById("field").style.display = "none"
|
||||
document.getElementById("health").style.display = "none"
|
||||
document.getElementById("health-bg").style.display = "none"
|
||||
},
|
||||
unPauseGrid() {
|
||||
document.getElementById("tech").style.display = "inline"
|
||||
document.getElementById("guns").style.display = "inline"
|
||||
document.getElementById("field").style.display = "inline"
|
||||
document.getElementById("health").style.display = "inline"
|
||||
document.getElementById("health-bg").style.display = "inline"
|
||||
// document.body.style.overflow = "hidden"
|
||||
document.getElementById("pause-grid-left").style.display = "none"
|
||||
document.getElementById("pause-grid-right").style.display = "none"
|
||||
document.getElementById("pause-grid-right").style.opacity = "1"
|
||||
document.getElementById("pause-grid-left").style.opacity = "1"
|
||||
window.scrollTo(0, 0);
|
||||
},
|
||||
isExperimentSelection: false,
|
||||
|
||||
Reference in New Issue
Block a user