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
This commit is contained in:
landgreen
2021-09-19 07:00:47 -07:00
parent 4eed719d10
commit 0d9cb3bb4c
8 changed files with 285 additions and 123 deletions

View File

@@ -155,7 +155,7 @@ function setupCanvas() {
canvas.height = window.innerHeight;
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
// canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
// ctx.font = "18px Arial";
// ctx.textAlign = "center";
ctx.font = "25px Arial";
@@ -590,9 +590,25 @@ const build = {
}
removeOne();
}
simulation.isCheating = true;
// simulation.isCheating = true;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) tech.tech[i].frequency = 0;
// 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
// tech.tech[i].frequency = 0; //remove lore power up chance
// }
if (!simulation.isCheating && tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
simulation.isCheating = true;
}
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0; //remove lore power up chance
}
}
//if you have no tech (not cheating) remove all power ups that might have spawned from tech
if (!simulation.isCheating) {
function removeAll(array) {
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
}
removeAll(powerUp);
powerUp = [];
}
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"