undefined experiment
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense this probably needs to be balanced in the next patch tech: regularization - use 6 research to increase renormalization by 10% (renormalization is 40% chance to get research when you use research) tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots) tech: uncertainty principle now applies to wave beam in addition to foam tech: integrated armament gives 19.95% damage (was 23%) level: labs - platforming rooms have been simplified start with 7/7 undefined tech if you choose an -experiment- and no other tech
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22
js/index.js
22
js/index.js
@@ -155,7 +155,7 @@ function setupCanvas() {
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canvas.height = window.innerHeight;
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canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
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canvas.height2 = canvas.height / 2;
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canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
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// canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
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// ctx.font = "18px Arial";
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// ctx.textAlign = "center";
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ctx.font = "25px Arial";
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@@ -590,9 +590,25 @@ const build = {
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}
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removeOne();
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}
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simulation.isCheating = true;
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// simulation.isCheating = true;
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isLore) tech.tech[i].frequency = 0;
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// if ((tech.tech[i].isLore && tech.tech[i].count === 0) || (!tech.tech[i].isLore && tech.tech[i].count > 0)) { //don't remove lore frequency if you only have lore tech
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// tech.tech[i].frequency = 0; //remove lore power up chance
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// }
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if (!simulation.isCheating && tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
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simulation.isCheating = true;
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}
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if (tech.tech[i].isLore) {
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tech.tech[i].frequency = 0; //remove lore power up chance
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}
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}
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//if you have no tech (not cheating) remove all power ups that might have spawned from tech
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if (!simulation.isCheating) {
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function removeAll(array) {
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for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
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}
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removeAll(powerUp);
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powerUp = [];
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}
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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