triple point

perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now

standing wave harmonic field blocks now block large mobs more reliably

tech: triple point - blocking makes iceIX crystals
  unlocked with: standing wave harmonic field or perfect diamagnetism
This commit is contained in:
landgreen
2021-04-21 19:57:53 -07:00
parent b50e2ba9ce
commit 29dee3536f
9 changed files with 97 additions and 63 deletions

View File

@@ -1266,8 +1266,14 @@ const m = {
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
m.energy -= fieldBlockCost
if (m.energy < 0) m.energy = 0;
// if (m.energy > m.maxEnergy) m.energy = m.maxEnergy;
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
if (tech.blockingIce) {
if (m.fieldShieldingScale) {
for (let i = 0; i < fieldBlockCost * 35 * tech.blockingIce; i++) b.iceIX(3, m.angle + Math.random() - 0.5, m.pos)
} else {
for (let i = 0; i < tech.blockingIce; i++) b.iceIX(10, m.angle + Math.random() - 0.5, m.pos)
}
}
if (tech.blockDmg) {
who.damage(tech.blockDmg * b.dmgScale)
//draw electricity
@@ -1299,7 +1305,6 @@ const m = {
x: player.velocity.x - (15 * unit.x) / massRoot,
y: player.velocity.y - (15 * unit.y) / massRoot
});
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
if (m.crouch) {
Matter.Body.setVelocity(player, {
x: player.velocity.x + 0.4 * unit.x * massRoot,
@@ -1340,12 +1345,9 @@ const m = {
}
}
},
pushMobs360(range = m.fieldRange * 0.75) { // find mobs in range in any direction
pushMobs360(range) { // find mobs in range in any direction
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < range &&
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < range && Matter.Query.ray(map, mob[i].position, m.pos).length === 0) {
mob[i].locatePlayer();
m.pushMass(mob[i]);
}
@@ -1483,11 +1485,11 @@ const m = {
},
{
name: "standing wave harmonics",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>25%</strong>",
effect: () => {
// m.fieldHarmReduction = 0.80;
m.fieldBlockCD = 0;
m.fieldHarmReduction = 0.8;
m.fieldHarmReduction = 0.75;
m.fieldRange = 175 + 175 * 0.25 * tech.frequencyResonance
m.fieldShieldingScale = Math.pow(0.5, tech.frequencyResonance)
m.hold = function() {
@@ -1508,7 +1510,7 @@ const m = {
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange
const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
ctx.fillStyle = "rgba(110,170,200," + (0.04 + m.energy * (0.12 + 0.13 * Math.random())) + ")";
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.73, (0.04 + m.energy * (0.11 + 0.13 * Math.random()))) + ")";
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI);
ctx.fill();
@@ -1528,9 +1530,10 @@ const m = {
{
name: "perfect diamagnetism",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has no <strong>cool down</strong> and less <strong>recoil</strong><br><strong>attract</strong> power ups from <strong>far away</strong>",
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has less <strong>recoil</strong><br><strong>attract</strong> power ups from <strong>far away</strong>",
effect: () => {
m.fieldShieldingScale = 0;
m.fieldBlockCD = 4;
m.grabPowerUpRange2 = 10000000
m.hold = function() {
const wave = Math.sin(m.cycle * 0.022);
@@ -1676,7 +1679,6 @@ const m = {
m.isFieldActive = true; //used with tech.isHarmReduce
m.airSpeedLimit = 400 // 7* player.mass * player.mass
m.FxAir = 0.005
// m.pushMobs360();
//repulse mobs
// for (let i = 0, len = mob.length; i < len; ++i) {
@@ -1736,7 +1738,7 @@ const m = {
});
}
if (tech.isFreezeMobs) {
const ICE_DRAIN = 0.0005
const ICE_DRAIN = 0.0002
for (let i = 0, len = mob.length; i < len; i++) {
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
if (m.energy > ICE_DRAIN * 2) {