double jump

tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off

buckling: 100%->50% chance to spawn a power up from any block that kills a mob
  no longer requires the block to be thrown
mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker -  all collide with blocks now
added a few more blocks to towers level
deprecated: 1.05->1.07 damage per removed tech
laserLayerBoss has 33% less health and has fewer lasers at higher difficulties

bugfix
  disabled spawnDelay stopping on damage because it had too many negative tech interactions
  metastability + paradigm shift no longer makes all ejected tech explode
This commit is contained in:
landgreen
2024-06-13 12:05:40 -07:00
parent 438c16699e
commit 1903b9e938
11 changed files with 268 additions and 154 deletions

View File

@@ -814,7 +814,6 @@ const simulation = {
simulation.isChoosing = false;
b.setFireMethod()
b.setFireCD();
// simulation.updateTechHUD();
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
@@ -827,17 +826,12 @@ const simulation = {
powerUps.boost.endCycle = 0
powerUps.isFieldSpawned = false
m.setFillColors();
// m.maxHealth = 1
// m.maxEnergy = 1
// m.energy = 1
input.isPauseKeyReady = true
simulation.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
m.hole.isOn = false
simulation.paused = false;
// simulation.cycle = 0
// m.cycle = 0
engine.timing.timeScale = 1;
simulation.fpsCap = simulation.fpsCapDefault;
simulation.isAutoZoom = true;
@@ -853,18 +847,11 @@ const simulation = {
document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 0;
document.title = "n-gon";
// simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
// simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
// simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
simulation.makeTextLog(`Math.seed <span class='color-symbol'>=</span> ${Math.initialSeed}`);
simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
// document.getElementById("health").style.display = "inline"
// document.getElementById("health-bg").style.display = "inline"
m.alive = true;
m.definePlayerMass();
m.onGround = false
m.lastOnGroundCycle = 0
m.health = 0;
@@ -874,23 +861,10 @@ const simulation = {
//set to default field
tech.healMaxEnergyBonus = 0
// m.setMaxEnergy();
m.energy = 0
m.immuneCycle = 0;
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
// simulation.makeTextLog(`
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
// <br>
// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
// `, 800);
m.coupling = 0
m.setField(0) //this calls m.couplingChange(), which sets max health and max energy
// m.energy = 0;
//exit testing
if (simulation.testing) {
simulation.testing = false;