orbs replaces some power up text descriptions

player damage taken is increased by 1%
finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss
5% laser damage increase
15% mine fire rate reduction

ctx.clip() is back for metamaterial cloaking field
  it wasn't the source of the lag, firefox is just slow on my work computer
tech: buckling was disallowed, but I fixed it so you can get the tech again
This commit is contained in:
landgreen
2021-08-27 06:01:57 -07:00
parent 9567a23cf5
commit 1f471cf941
10 changed files with 252 additions and 124 deletions

View File

@@ -1,6 +1,91 @@
let powerUp = [];
const powerUps = {
orb: {
research(num = 1) {
switch (num) {
case 1:
return `<div class="research-circle"></div> `
case 2:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:7px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp;`
case 3:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &thinsp; `
case 4:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
case 5:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
case 6:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:40px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="research-circle" style="position:absolute; top:0; left:${i*8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
ammo(num = 1) {
switch (num) {
case 1:
return `<div class="ammo-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
heal(num = 1) {
switch (num) {
case 1:
return `<div class="heal-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i*10}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
tech(num = 1) {
return `<div class="tech-circle"></div>`
}
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
lastTechIndex: null,
do() {},
@@ -176,7 +261,7 @@ const powerUps = {
}
if (tech.isCancelRerolls) {
for (let i = 0; i < 9; i++) {
let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
let spawnType = ((m.health < 0.25 && !tech.isEnergyHealth) || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.33) {
spawnType = "heal"
} else if (Math.random() < 0.5 && !tech.isSuperDeterminism) {
@@ -375,7 +460,7 @@ const powerUps = {
if (target.ammo !== Infinity) {
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack)
target.ammo += ammoAdded
simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
}
} else { //give ammo to all guns in inventory
for (let i = 0, len = b.inventory.length; i < len; i++) {
@@ -383,7 +468,7 @@ const powerUps = {
if (target.ammo !== Infinity) {
const ammoAdded = Math.ceil((0.5 * Math.random() + 0.4 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
target.ammo += ammoAdded
simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
}
}
@@ -718,7 +803,7 @@ const powerUps = {
// if (ammo !== Infinity) {
// b.guns[ammoTarget].ammo += ammo;
// simulation.updateGunHUD();
// simulation.makeTextLog(`${b.guns[ammoTarget].name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammo}`);
// simulation.makeTextLog(`${b.guns[ammoTarget].name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammo}`);
// }
// },
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up