fault tolerance
tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun fade in after death is more gradual
This commit is contained in:
@@ -88,12 +88,12 @@
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<div style="position: absolute; top:0;right:0;">
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<div id="pause-grid-right" class="pause-grid"></div>
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</div>
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<svg class="SVG-button" id="experiment-button" width="155" height="40" style="border: 2px #333 solid;">
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<svg class="SVG-button ui" id="experiment-button" width="155" height="40" style="border: 2px #333 solid;">
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<g stroke='none' fill='#333' stroke-width="2" font-size="28px" font-family="Arial, sans-serif">
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<text x="10" y="30">experiment</text>
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</g>
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</svg>
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<div id='info'>
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<div id='info' class="ui">
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<div id="settings">
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<details>
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<summary>settings</summary>
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@@ -334,7 +334,7 @@
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animation: dash 5s ease-in forwards;
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}
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</style>
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<svg id='splash' class="intro" viewBox="0 0 800 800" onclick="simulation.startGame()">
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<svg id='splash' class="intro ui" viewBox="0 0 800 800" onclick="simulation.startGame()">
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<!-- title -->
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<!-- <g class="fade-in" transform="translate(100,210) scale(34)" fill='#bbb' stroke='none'>
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<path d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" fill="rgb(50,200,255)" />
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139
js/bullet.js
139
js/bullet.js
@@ -3154,6 +3154,40 @@ const b = {
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if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //remove active bots, but don't remove temp bots
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}
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},
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removeBot() {
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if (tech.nailBotCount > 1) {
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tech.nailBotCount--
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return
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}
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if (tech.laserBotCount > 1) {
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tech.laserBotCount--
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return
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}
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if (tech.foamBotCount > 1) {
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tech.foamBotCount--
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return
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}
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if (tech.boomBotCount > 1) {
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tech.boomBotCount--
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return
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}
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if (tech.orbitBotCount > 1) {
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tech.orbitBotCount--
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return
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}
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if (tech.dynamoBotCount > 1) {
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tech.dynamoBotCount--
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return
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}
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if (tech.missileBotCount > 1) {
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tech.missileBotCount--
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return
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}
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if (tech.plasmaBotCount > 1) {
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tech.plasmaBotCount--
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return
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}
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},
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zeroBotCount() { //remove all bots
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tech.dynamoBotCount = 0
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tech.laserBotCount = 0
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@@ -5156,6 +5190,16 @@ const b = {
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const length = tech.isLargeHarpoon ? 1 + 0.09 * Math.sqrt(this.ammo) : 1
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const totalCycles = 7 * (tech.isFilament ? 1 + 0.009 * Math.min(100, this.ammo) : 1) * Math.sqrt(length)
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if (input.down) {
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// if (true) {
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// if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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// b.harpoon(where, closest.target, m.angle, length, false, 15)
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// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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// const speed = 50
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// const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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// Matter.Body.setVelocity(player, velocity);
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// } else {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
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const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
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@@ -5168,6 +5212,7 @@ const b = {
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}
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b.harpoon(where, closest.target, m.angle, length, false, 15)
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m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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// }
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} else if (tech.extraHarpoons) {
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const range = 450 * (tech.isFilament ? 1 + Math.min(100, this.ammo) / 100 : 1)
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let targetCount = 0
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@@ -5405,10 +5450,6 @@ const b = {
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if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
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m.fireCDcycle = m.cycle + 2; // set fire cool down
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//normal bullet behavior occurs after firing, overwrites this function
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this.do = function() {
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this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
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}
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Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
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this.endCycle = simulation.cycle + 140
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this.collisionFilter.category = cat.bullet
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@@ -5423,6 +5464,96 @@ const b = {
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y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
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});
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if (tech.isRodAreaDamage) {
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this.auraRadius = 800
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this.semiMinor = 0.5
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this.where = { x: m.pos.x, y: m.pos.y }
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this.velocityAura = { x: this.velocity.x, y: this.velocity.y }
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this.angleAura = this.angle
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this.do = function() {
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this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
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this.velocityAura.y += 0.085 / this.charge;
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this.where = Vector.add(this.where, this.velocityAura)
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//draw damage aura
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this.semiMinor = this.semiMinor * 0.99
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this.auraRadius = this.auraRadius * 0.99
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let where = Vector.add(Vector.mult(this.velocityAura, -0.5), this.where)
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ctx.beginPath();
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ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
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ctx.fillStyle = "rgba(255,100,0,0.75)";
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ctx.fill();
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where = Vector.add(Vector.mult(this.velocity, -1), where)
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ctx.beginPath();
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ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
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ctx.fillStyle = "rgba(255,50,0,0.35)";
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ctx.fill();
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where = Vector.add(Vector.mult(this.velocity, -1), where)
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ctx.beginPath();
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ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
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ctx.fillStyle = "rgba(255,0,0,0.15)";
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ctx.fill();
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where = Vector.add(Vector.mult(this.velocity, -1), where)
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ctx.beginPath();
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ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
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ctx.fillStyle = "rgba(255,0,0,0.03)";
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ctx.fill();
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// this.semiMinor = this.semiMinor * 0.95 + (1 - Math.min(0.5, this.speed * 0.02)) * 0.05
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// this.auraRadius = this.auraRadius * 0.95 + this.speed * 10 * 0.05
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// let where = Vector.add(Vector.mult(this.velocity, -1), this.position)
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// const angle = Math.atan2(this.velocity.y, this.velocity.x)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,100,0,0.75)";
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// ctx.fill();
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// where = Vector.add(Vector.mult(this.velocity, -2), where)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,50,0,0.35)";
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// ctx.fill();
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// where = Vector.add(Vector.mult(this.velocity, -2), where)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,0,0,0.15)";
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// ctx.fill();
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// where = Vector.add(Vector.mult(this.velocity, -2), where)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,0,0,0.03)";
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// ctx.fill();
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//damage mobs in a circle based on this.semiMinor radius
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if (this.auraRadius > 200) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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const dist = Vector.magnitude(Vector.sub(mob[i].position, where))
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if (dist < mob[i].radius + this.auraRadius) {
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//push mob in direction of bullet
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const mag = 0.0001
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mob[i].force.x += mag * this.velocity.x;
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mob[i].force.y += mag * this.velocity.y;
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//damage mob
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const damage = b.dmgScale * 0.002 * dist
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mob[i].damage(damage);
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mob[i].locatePlayer();
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simulation.drawList.push({ //add dmg to draw queue
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x: mob[i].position.x,
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y: mob[i].position.y,
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radius: Math.log(2 * damage + 1.1) * 40,
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color: "rgba(255,0,0,0.25)",
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time: simulation.drawTime
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});
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}
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}
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}
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//push blocks power ups and mobs to the direction the rod is moving
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}
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} else {
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this.do = function() {
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this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
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}
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}
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//knock back
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const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge * (tech.isShotgunReversed ? -2 : 1)
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player.force.x -= KNOCK * Math.cos(m.angle)
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@@ -103,7 +103,6 @@ function collisionChecks(event) {
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if (
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m.immuneCycle < m.cycle &&
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(obj === playerBody || obj === playerHead) &&
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// (obj === player) &&
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!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
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) {
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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@@ -155,13 +155,9 @@ 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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// ctx.font = "18px Arial";
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// ctx.textAlign = "center";
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ctx.font = "25px Arial";
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ctx.lineJoin = "round";
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ctx.lineCap = "round";
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// ctx.lineCap='square';
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simulation.setZoom();
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}
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setupCanvas();
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25
js/level.js
25
js/level.js
@@ -15,11 +15,10 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// b.giveGuns("laser")
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// m.setField("plasma torch")
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// tech.giveTech("extruder")
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// b.giveGuns("railgun")
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// tech.giveTech("aerodynamic heating")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("mouth")
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// tech.giveTech("all-stars")
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// for (let i = 0; i < 3; i++) tech.giveTech("overcharge")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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@@ -78,6 +77,20 @@ const level = {
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simulation.draw.setPaths();
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b.respawnBots();
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m.resetHistory();
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if (tech.isForeverDrones) {
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if (tech.isDroneRadioactive) {
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for (let i = 0; i < tech.isForeverDrones * 0.25; i++) {
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b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
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bullet[bullet.length - 1].endCycle = Infinity
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}
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} else {
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for (let i = 0; i < tech.isForeverDrones; i++) {
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b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
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bullet[bullet.length - 1].endCycle = Infinity
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}
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}
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}
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if (tech.isExtraMaxEnergy) {
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tech.healMaxEnergyBonus += 0.03 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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@@ -2294,9 +2307,9 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.blockGroup(1900, -500)
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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spawn.blockGroup(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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@@ -438,7 +438,7 @@ const m = {
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m.health = 0;
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m.displayHealth();
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document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
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document.getElementById("fade-out").style.opacity = 0.8; //1; //slowly fade to white
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document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
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// build.shareURL(false)
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setTimeout(function() {
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Composite.clear(engine.world);
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@@ -524,14 +524,22 @@ const simulation = {
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document.getElementById("choose-grid").style.visibility = "hidden"
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document.getElementById("choose-grid").style.opacity = "0"
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document.getElementById("info").style.display = "inline";
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document.getElementById("info").style.opacity = "0";
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document.getElementById("experiment-button").style.display = "inline"
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document.getElementById("experiment-button").style.opacity = "0";
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document.getElementById("experiment-grid").style.display = "none"
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document.getElementById("pause-grid-left").style.display = "none"
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document.getElementById("pause-grid-right").style.display = "none"
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document.getElementById("splash").style.display = "inline";
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document.getElementById("splash").style.opacity = "0";
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document.getElementById("dmg").style.display = "none";
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document.getElementById("health-bg").style.display = "none";
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document.body.style.cursor = "auto";
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setTimeout(() => {
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document.getElementById("experiment-button").style.opacity = "1";
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document.getElementById("info").style.opacity = "1";
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document.getElementById("splash").style.opacity = "1";
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}, 200);
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},
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fpsInterval: 0, //set in startGame
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then: null,
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@@ -590,6 +598,7 @@ const simulation = {
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document.getElementById("experiment-grid").style.display = "none"
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document.getElementById("info").style.display = "none";
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document.getElementById("experiment-button").style.display = "none";
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// document.getElementById("experiment-button").style.opacity = "0";
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document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
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document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
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document.getElementById("dmg").style.display = "inline";
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@@ -670,7 +670,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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// console.log(`mass=${me.mass}, radius = ${radius}`)
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me.accelMag = 0.0002
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me.repulsionRange = 100000 + radius * radius; //squared
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me.repulsionRange = 200000 + radius * radius; //squared
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// me.memory = 120;
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me.seeAtDistance2 = 2000000 //1400 vision range
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Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
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93
js/tech.js
93
js/tech.js
@@ -934,7 +934,7 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return ((m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
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return ((m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
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},
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requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
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effect() {
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@@ -1504,7 +1504,7 @@
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},
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{
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name: "robotics",
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description: `spawn a random <strong>bot</strong><br><strong>quadruple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
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description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong>quadruple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -1515,6 +1515,7 @@
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},
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requires: "at least 2 bots",
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effect: () => {
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b.randomBot()
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b.randomBot()
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4
|
||||
@@ -1522,8 +1523,12 @@
|
||||
},
|
||||
remove() {
|
||||
if (this.count > 0) {
|
||||
b.removeBot()
|
||||
b.removeBot()
|
||||
b.clearPermanentBots();
|
||||
b.respawnBots();
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isBotTech) tech.tech[i].frequency /= 4
|
||||
if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 4)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4384,7 +4389,7 @@
|
||||
{
|
||||
name: "missile-bot",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">missile-bot</a>`,
|
||||
description: "remove your <strong>missile gun</strong><br>gain a <strong class='color-bot'>bot</strong> that fires <strong>missiles</strong> at mobs",
|
||||
description: "gain a <strong class='color-bot'>bot</strong> that fires <strong>missiles</strong> at mobs<br>remove your <strong>missile gun</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4747,10 +4752,44 @@
|
||||
tech.wormSurviveDmg = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "fault tolerance",
|
||||
description: "spawn <strong>9</strong> <strong>drones</strong> that last <strong>forever</strong><br>remove your <strong>drone gun</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones") || tech.isForeverDrones
|
||||
},
|
||||
requires: "drone gun",
|
||||
effect() {
|
||||
const num = 9
|
||||
tech.isForeverDrones += num
|
||||
if (tech.haveGunCheck("drones")) b.removeGun("drones")
|
||||
//spawn drones
|
||||
if (tech.isDroneRadioactive) {
|
||||
for (let i = 0; i < num * 0.25; i++) {
|
||||
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
}
|
||||
} else {
|
||||
for (let i = 0; i < num; i++) {
|
||||
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isForeverDrones = 0
|
||||
if (this.count && !tech.haveGunCheck("drones")) b.giveGuns("drones")
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "reduced tolerances",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`,
|
||||
description: `increase <strong>drones</strong> per ${powerUps.orb.ammo()} or <strong class='color-f'>energy</strong> <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>`,
|
||||
description: `increase <strong>drones</strong> per ${powerUps.orb.ammo()} or <strong class='color-f'>energy</strong> by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
@@ -4787,7 +4826,7 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isExtraMaxEnergy && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||||
return !tech.isExtraMaxEnergy && (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||||
},
|
||||
requires: "drones, not inductive coupling",
|
||||
effect() {
|
||||
@@ -4800,7 +4839,7 @@
|
||||
{
|
||||
name: "drone repair",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Unmanned_aerial_vehicle' class="link">drone repair</a>`,
|
||||
description: "after a <strong>drone</strong> ends it <strong>redeploys</strong><br>for a <strong>25%</strong> chance to use <strong>1</strong> <strong>drone</strong> <strong class='color-ammo'>ammo</strong>",
|
||||
description: "after a <strong>drone</strong> expires it <strong>redeploys</strong><br>for a <strong>25%</strong> chance to use <strong>1</strong> <strong>drone</strong> <strong class='color-ammo'>ammo</strong>",
|
||||
// description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>25%</strong> chance to use <strong>1</strong> <strong>drone</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
@@ -4819,8 +4858,7 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "torque bursts",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Electric_motor#Torque_motor' class="link">torque bursts</a>`,
|
||||
name: "brushless motor",
|
||||
description: "<strong>drones</strong> rapidly <strong>rush</strong> towards their target<br>increase <strong>drone</strong> collision <strong class='color-d'>damage</strong> by <strong>33%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
@@ -4828,7 +4866,7 @@
|
||||
frequency: 3,
|
||||
frequencyDefault: 3,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary
|
||||
return (tech.haveGunCheck("drones") || tech.isForeverDrones) && !tech.isDroneRadioactive && !tech.isIncendiary
|
||||
},
|
||||
requires: "drone gun, not irradiated drones, incendiary",
|
||||
effect() {
|
||||
@@ -4839,7 +4877,7 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "brushless motor",
|
||||
name: "axial flux motor",
|
||||
description: "<strong>drones</strong> can <strong>rush</strong> <strong>66%</strong> more often<br>increase <strong>drone</strong> collision <strong class='color-d'>damage</strong> by <strong>44%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
@@ -4867,7 +4905,7 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.droneCycleReduction === 1 && !tech.isIncendiary && !tech.isDroneTeleport && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||||
return tech.droneCycleReduction === 1 && !tech.isIncendiary && !tech.isDroneTeleport && (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||||
},
|
||||
requires: "drones, not reduced tolerances, incendiary, torque bursts",
|
||||
effect() {
|
||||
@@ -5183,6 +5221,25 @@
|
||||
tech.isRailAreaDamage = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "aerodynamic heating",
|
||||
description: "<strong>railgun</strong> rod <strong class='color-d'>damage</strong> nearby mobs",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("railgun")
|
||||
},
|
||||
requires: "railgun",
|
||||
effect() {
|
||||
tech.isRodAreaDamage = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isRodAreaDamage = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "capacitor bank",
|
||||
description: "the <strong>railgun</strong> no longer takes time to <strong>charge</strong><br><strong>railgun</strong> rods are <strong>66%</strong> less massive",
|
||||
@@ -5971,9 +6028,9 @@
|
||||
isBot: true,
|
||||
isBotTech: true,
|
||||
allowed() {
|
||||
return !tech.isExtruder && m.fieldUpgrades[m.fieldMode].name === "plasma torch" && (build.isExperimentSelection || powerUps.research.count > 0)
|
||||
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && (build.isExperimentSelection || powerUps.research.count > 0)
|
||||
},
|
||||
requires: "plasma torch, not extruder",
|
||||
requires: "plasma torch",
|
||||
effect() {
|
||||
tech.plasmaBotCount++;
|
||||
b.plasmaBot();
|
||||
@@ -6030,9 +6087,9 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && tech.plasmaBotCount === 0
|
||||
return m.fieldUpgrades[m.fieldMode].name === "plasma torch"
|
||||
},
|
||||
requires: "plasma torch, not plasma-bot",
|
||||
requires: "plasma torch",
|
||||
effect() {
|
||||
tech.isExtruder = true;
|
||||
m.fieldUpgrades[m.fieldMode].set()
|
||||
@@ -8486,5 +8543,7 @@
|
||||
removeMaxHealthOnKill: null,
|
||||
isSpawnExitTech: null,
|
||||
cloakDuplication: null,
|
||||
extruderRange: null
|
||||
extruderRange: null,
|
||||
isRodAreaDamage: null,
|
||||
isForeverDrones: null
|
||||
}
|
||||
@@ -54,6 +54,7 @@ em {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
z-index: 2;
|
||||
transition: opacity 5s ease-in;
|
||||
}
|
||||
|
||||
*:focus {
|
||||
@@ -121,6 +122,7 @@ summary {
|
||||
bottom: 3px;
|
||||
right: 3px;
|
||||
z-index: 12;
|
||||
transition: opacity 5s ease-in;
|
||||
}
|
||||
|
||||
#construct {
|
||||
@@ -360,6 +362,7 @@ summary {
|
||||
left: 3px;
|
||||
z-index: 12;
|
||||
font-size: 1.5em;
|
||||
transition: opacity 5s ease-in;
|
||||
}
|
||||
|
||||
.details-div {
|
||||
|
||||
51
todo.txt
51
todo.txt
@@ -1,21 +1,25 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
after you die your canvas sticks around at 10% opacity
|
||||
add a mouse over underline effect to hint that names are links
|
||||
molecular assembler: all 3 manufacturing tech cost 3 -> 1 research
|
||||
tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun
|
||||
|
||||
fade in after death is more gradual
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
death animation ideas:
|
||||
redraw game in strange ways, to show that it's a simulation (for example the testing mode is a strange redraw of map)
|
||||
stroke only, but connect all vertices together, no moveTo
|
||||
draw dots at all the vertices
|
||||
tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
|
||||
|
||||
buff railgun
|
||||
relativistic jets: fire something out the front and back
|
||||
alternate name: gamma-ray burst
|
||||
small particles that shot out from front and back poles and end up in a wide variety of spirals
|
||||
slow trickle when charging and several more when firing
|
||||
harpoon tech: dash - press down and fire to go immune to harm for 1 second and dash forward with your harpoon acting like a lance
|
||||
after you fire harpoon replace it's this.do() with just being in front of player
|
||||
|
||||
harpoon grappling hook - basic effect is working, but needs work before it becomes fun
|
||||
|
||||
tech: aerodynamic heating - railgun rods super heat the air around it doing AoE damage
|
||||
|
||||
tech: relativistic jets:
|
||||
small particles that shot out from front and back poles and end up in a wide variety of spirals
|
||||
slow trickle when charging and several more when firing
|
||||
|
||||
Tech: Make player smol
|
||||
|
||||
|
||||
adapt the cloaking graphics to make a flashlight cone visual effect
|
||||
@@ -26,30 +30,8 @@ be nice if block throwing had a projected path
|
||||
JUNK tech: planetesimals game inside n-gon
|
||||
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
|
||||
|
||||
Tech: Make player smol
|
||||
|
||||
disable zoom progress when paused
|
||||
|
||||
harpoon
|
||||
post launch tracking: more airFriction, more thrust, harder turning
|
||||
if no target found slow down and aim much better?
|
||||
harpoon tech
|
||||
crouch fire grapple hook
|
||||
attaches to map at long range and pulls player?
|
||||
tech that buffs alt fire:
|
||||
remove the string, all shots are alt fire
|
||||
alt fire has a 50% chance to not use ammo?
|
||||
holding down fire lets the string extend farther,
|
||||
this can overwrite crouch mode
|
||||
can't have 2+ harpoons
|
||||
it uses up ammo as extends, and returns it as it contracts?
|
||||
will this effect performance?
|
||||
2+ harpoons, with separate CDs
|
||||
can't have extended string?
|
||||
grappling hook?
|
||||
tracking so good harpoon can hit a target, circle around and hit it again
|
||||
doesn't seem to be good physics, the harpoon hits walls and doesn't get room to build up speed
|
||||
|
||||
"Interstellar Disturbance": Cosmic String applies to mobs who cross the wormhole's path, even after initial wormholing, but at reduced damage and stun time.
|
||||
|
||||
on mouse down wormhole shows a possible wormhole
|
||||
@@ -453,6 +435,7 @@ possible names for tech
|
||||
nonlocal
|
||||
fine-tuned universe
|
||||
eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
|
||||
axial motor
|
||||
|
||||
a tutorial / lore intro
|
||||
needs to be optional so it doesn't slow experienced players
|
||||
|
||||
Reference in New Issue
Block a user