orthocyclic winding
tech: brushless motor - drones rush more often and do 44% more damage requires torque bursts tech: orthocyclic winding - irradiated drones are faster and do more damage requires irradiated drones automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets safari is super buggy, I'm guessing no one that reports bugs uses it. fixed scroll bar covering up pause right side text on safari and firefox fixed issue with ctx.setLineDash sometimes making the player dashed on safari various other bug fixes
This commit is contained in:
31
js/bullet.js
31
js/bullet.js
@@ -1589,7 +1589,7 @@ const b = {
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ctx.stroke();
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ctx.globalAlpha *= reflectivity; //reflections are less intense
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}
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.globalAlpha = 1;
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}
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},
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@@ -2052,7 +2052,7 @@ const b = {
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Composite.add(engine.world, bullet[bIndex]); //add bullet to world
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if (tech.isMutualism && m.health > 0.01) {
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m.health -= 0.005
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m.health -= 0.005
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m.displayHealth();
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bullet[bIndex].isMutualismActive = true
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}
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@@ -2132,7 +2132,7 @@ const b = {
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},
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drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
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const me = bullet.length;
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const THRUST = tech.isFastDrones ? 0.0023 : 0.0015
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const THRUST = 0.0015
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// const FRICTION = tech.isFastDrones ? 0.008 : 0.0005
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const dir = m.angle + 0.4 * (Math.random() - 0.5);
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const RADIUS = (4.5 + 3 * Math.random())
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@@ -2142,8 +2142,10 @@ const b = {
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friction: 0.05,
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frictionAir: 0,
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restitution: 1,
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dmg: 0.24 + 0.12 * tech.isDroneTeleport, //damage done in addition to the damage from momentum
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lookFrequency: 70 + Math.floor(17 * Math.random()),
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density: 0.0005, // 0.001 is normal density
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//total 0.24 + 0.3 average
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dmg: 0.34 + 0.12 * tech.isDroneTeleport + 0.15 * tech.isDroneFastLook, //damage done in addition to the damage from momentum
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lookFrequency: (tech.isDroneFastLook ? 20 : 70) + Math.floor(17 * Math.random()),
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endCycle: simulation.cycle + Math.floor((950 + 420 * Math.random()) * tech.isBulletsLastLonger * tech.droneCycleReduction) + 140 + RADIUS * 5,
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classType: "bullet",
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collisionFilter: {
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@@ -2331,7 +2333,7 @@ const b = {
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},
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droneRadioactive(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
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const me = bullet.length;
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const THRUST = tech.isFastDrones ? 0.002 : 0.0012 + 0.0004 * (Math.random() - 0.5)
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const THRUST = (tech.isFastDrones ? 0.003 : 0.0012) + 0.0005 * (Math.random() - 0.5)
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const dir = m.angle + 0.4 * (Math.random() - 0.5);
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const RADIUS = 3
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bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
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@@ -2357,12 +2359,13 @@ const b = {
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radioRadius: 0,
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maxRadioRadius: 300 + Math.floor(100 * Math.random()),
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beforeDmg(who) {
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
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Matter.Body.setVelocity(this, {
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x: unit.x,
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y: unit.y
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});
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this.lockedOn = null
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// const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
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// Matter.Body.setVelocity(this, {
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// x: unit.x,
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// y: unit.y
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// });
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// this.lockedOn = null
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// if (this.endCycle > simulation.cycle + this.deathCycles) {
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// this.endCycle -= 60
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// if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
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@@ -2396,7 +2399,7 @@ const b = {
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
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let dmg = 0.11 * b.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
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let dmg = (0.12 + 0.04 * tech.isFastDrones) * b.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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@@ -5165,7 +5168,7 @@ const b = {
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ctx.lineWidth = this.charge * 1
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ctx.setLineDash([10, 20]);
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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//draw magnetic field
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const X = m.pos.x
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@@ -175,6 +175,7 @@ function collisionChecks(event) {
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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// console.log(obj.dmg, 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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mob[k].damage(dmg);
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if (mob[k].alive) mob[k].foundPlayer();
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15
js/index.js
15
js/index.js
@@ -202,6 +202,7 @@ const build = {
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// }
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// },
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pauseGrid() {
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//right side
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let botText = ""
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if (tech.nailBotCount) botText += `<br>nail-bots: ${tech.nailBotCount}`
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if (tech.orbitBotCount) botText += `<br>orbital-bots: ${tech.orbitBotCount}`
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@@ -243,13 +244,13 @@ const build = {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[b.inventory[i]].name} - <span style="font-size:100%;font-weight: 100;">${b.guns[b.inventory[i]].ammo}</span></div> ${b.guns[b.inventory[i]].description}</div>`
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}
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let el = document.getElementById("pause-grid-left")
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el.style.display = "grid"
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el.innerHTML = text
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//left side
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text = "";
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text += `<div class="pause-grid-module" id ="pause-field"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
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let countTech = 0
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
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@@ -274,23 +275,13 @@ const build = {
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} else {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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}
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countTech++
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} else if (tech.tech[i].isLost) {
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text += `<div class="pause-grid-module" style="text-decoration: line-through;"><div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].description}</div></div>`
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}
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}
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//show in game console with scroll bar?
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// text +=``
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el = document.getElementById("pause-grid-right")
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el.style.display = "grid"
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el.innerHTML = text
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// if (countTech > 5 || b.inventory.length > 6) {
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// document.body.style.overflowY = "scroll";
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// document.body.style.overflowX = "hidden";
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// }
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},
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unPauseGrid() {
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// document.body.style.overflow = "hidden"
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@@ -12,19 +12,17 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first 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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// tech.isFieldFree = true
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// m.setField("perfect diamagnetism")
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// b.giveGuns("rail gun")
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// b.giveGuns("drones")
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// tech.missileBotCount++;
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// b.missileBot();
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// tech.giveTech("half-wave rectifier")
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// b.giveGuns("nail gun")
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// tech.giveTech("Lenz's law")
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// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
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// for (let i = 0; i < 4; i++) tech.giveTech()
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level.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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@@ -2271,8 +2269,8 @@ const level = {
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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.growBossCulture(1900, -500)
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spawn.starter(1900, -500, 200) //big boy
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// spawn.growBossCulture(1900, -500)
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// spawn.blinkBoss(1900, -500)
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// spawn.snakeSpitBoss(1900, -500)
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// spawn.growBossCulture(1900, -500)
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34
js/mob.js
34
js/mob.js
@@ -314,21 +314,23 @@ const mobs = {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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for (let i = 0; i < depth; i++) { //if lost player lock onto a player location in history
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let history = m.history[(m.cycle - 10 * i) % 600]
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if (Matter.Query.ray(map, this.position, history.position).length === 0) {
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
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this.seePlayer.position.x = history.position.x;
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this.seePlayer.position.y = history.position.y;
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this.seePlayer.yes = true;
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//draw the history location found for testing purposes
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// ctx.beginPath();
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// ctx.moveTo(this.position.x, this.position.y);
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// ctx.lineTo(history.position.x, history.position.y);
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// ctx.lineWidth = 5;
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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break
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if (!m.isCloak) {
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for (let i = 0; i < depth; i++) { //if lost player lock onto a player location in history
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let history = m.history[(m.cycle - 10 * i) % 600]
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if (Matter.Query.ray(map, this.position, history.position).length === 0) {
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
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this.seePlayer.position.x = history.position.x;
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this.seePlayer.position.y = history.position.y;
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this.seePlayer.yes = true;
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//draw the history location found for testing purposes
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// ctx.beginPath();
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// ctx.moveTo(this.position.x, this.position.y);
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// ctx.lineTo(history.position.x, history.position.y);
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// ctx.lineWidth = 5;
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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break
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}
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}
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}
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}
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@@ -552,7 +554,7 @@ const mobs = {
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ctx.lineWidth = 1;
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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},
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searchSpring() {
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@@ -670,6 +670,7 @@ const m = {
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if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
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tech.isDeathAvoidedThisLevel = true
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m.health = 0.05
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m.displayHealth();
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powerUps.research.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
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<br>${powerUps.research.count}`)
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@@ -687,11 +688,11 @@ const m = {
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}, 3000);
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} else {
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m.health = 0;
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m.displayHealth();
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m.death();
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return;
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}
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}
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m.displayHealth();
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document.getElementById("dmg").style.transition = "opacity 0s";
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document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
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}
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17
js/spawn.js
17
js/spawn.js
@@ -563,7 +563,7 @@ const spawn = {
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ctx.lineWidth = 1.5 * scale;
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.lineWidth = 20;
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ctx.strokeStyle = `rgba(80,0,255,${0.07*scale})`;
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ctx.stroke(); // Draw it
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@@ -579,7 +579,7 @@ const spawn = {
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ctx.lineWidth = 1.5;
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.lineWidth = 20;
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ctx.strokeStyle = "rgba(80,0,255,0.07)";
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ctx.stroke(); // Draw it
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@@ -1319,7 +1319,7 @@ const spawn = {
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}
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// this.seePlayerCheckByDistance()
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if (!(simulation.cycle % this.seePlayerFreq)) {
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if (this.distanceToPlayer2() < this.seeAtDistance2) { //&& !m.isCloak ignore cloak for black holes
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if (this.distanceToPlayer2() < this.seeAtDistance2) { // ignore cloak for black holes
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this.locatePlayer();
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if (!this.seePlayer.yes) this.seePlayer.yes = true;
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} else if (this.seePlayer.recall) {
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@@ -1987,7 +1987,7 @@ const spawn = {
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ctx.lineWidth = 3;
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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};
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},
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@@ -2143,7 +2143,7 @@ const spawn = {
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgba(120,0,255,0.3)";
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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} else { //aim at player
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this.fireCycle++
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@@ -2266,7 +2266,7 @@ const spawn = {
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgba(255,0,100,0.3)";
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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} else { //aim at player
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this.fireCycle++
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@@ -2382,7 +2382,7 @@ const spawn = {
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ctx.lineWidth = 1.5;
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.lineWidth = 20;
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ctx.strokeStyle = "rgba(80,0,255,0.07)";
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ctx.stroke(); // Draw it
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@@ -3524,6 +3524,7 @@ const spawn = {
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me.restitution = 0.5;
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me.leaveBody = false;
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me.isDropPowerUp = false;
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me.isBadTarget = true;
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me.showHealthBar = false;
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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@@ -3648,7 +3649,7 @@ const spawn = {
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let angle = Math.PI
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let mag = 300
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const color1 = "rgb(245,180,255)"
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const color1 = "rgb(235,180,255)"
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mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
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let me = mob[mob.length - 1];
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me.isBoss = true;
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78
js/tech.js
78
js/tech.js
@@ -871,9 +871,9 @@
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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 === "nano-scale manufacturing" && !(tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot
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return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(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
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},
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requires: "super balls, basic or slug shotgun, drones, not irradiated drones",
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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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tech.isIncendiary = true
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},
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@@ -3448,7 +3448,7 @@
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level.difficultyDecrease(simulation.difficultyMode)
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// simulation.difficulty<span class='color-symbol'>-=</span>
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simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
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tech.addJunkTechToPool(21)
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tech.addJunkTechToPool(31)
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// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
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},
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remove() {
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@@ -4614,8 +4614,8 @@
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isSporeWorm || tech.isWormShot
|
||||
},
|
||||
@@ -4657,25 +4657,6 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "brushless motor",
|
||||
description: "<strong>drones</strong> accelerate <strong>50%</strong> faster",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))
|
||||
},
|
||||
requires: "drones",
|
||||
effect() {
|
||||
tech.isFastDrones = true
|
||||
},
|
||||
remove() {
|
||||
tech.isFastDrones = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "delivery drone",
|
||||
description: "if a <strong>drone</strong> picks up a <strong>power up</strong>,<br>it becomes <strong>larger</strong>, <strong>faster</strong>, and more <strong>durable</strong>",
|
||||
@@ -4723,9 +4704,9 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive
|
||||
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary
|
||||
},
|
||||
requires: "drone gun, not irradiated drones",
|
||||
requires: "drone gun, not irradiated drones, incendiary",
|
||||
effect() {
|
||||
tech.isDroneTeleport = true
|
||||
},
|
||||
@@ -4733,6 +4714,25 @@
|
||||
tech.isDroneTeleport = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "brushless 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,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isDroneTeleport
|
||||
},
|
||||
requires: "torque bursts",
|
||||
effect() {
|
||||
tech.isDroneFastLook = true
|
||||
},
|
||||
remove() {
|
||||
tech.isDroneFastLook = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "irradiated drones",
|
||||
description: "the space around <strong>drones</strong> is <strong class='color-p'>irradiated</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>75%</strong>",
|
||||
@@ -4785,6 +4785,25 @@
|
||||
tech.droneRadioDamage = 1
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "orthocyclic winding",
|
||||
description: "<strong>drones</strong> accelerate <strong>66%</strong> faster<br>increase <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong> by <strong>33%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isDroneRadioactive
|
||||
},
|
||||
requires: "irradiated drones",
|
||||
effect() {
|
||||
tech.isFastDrones = true
|
||||
},
|
||||
remove() {
|
||||
tech.isFastDrones = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "electrostatic induction",
|
||||
description: "<strong>foam</strong> bubbles are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
|
||||
@@ -5881,7 +5900,7 @@
|
||||
},
|
||||
{
|
||||
name: "ambush",
|
||||
description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>500%</strong>",
|
||||
description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>600%</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5892,7 +5911,7 @@
|
||||
},
|
||||
requires: "metamaterial cloaking",
|
||||
effect() {
|
||||
tech.sneakAttackDmg = 6
|
||||
tech.sneakAttackDmg = 7
|
||||
},
|
||||
remove() {
|
||||
tech.sneakAttackDmg = 4
|
||||
@@ -7819,6 +7838,8 @@
|
||||
isOverHeal: null,
|
||||
isDroneRadioactive: null,
|
||||
droneRadioDamage: null,
|
||||
isDroneTeleport: null,
|
||||
isDroneFastLook: null,
|
||||
isFoamTeleport: null,
|
||||
isResearchBoss: null,
|
||||
isJunkResearch: null,
|
||||
@@ -7833,7 +7854,6 @@
|
||||
harmonicEnergy: null,
|
||||
isFieldHarmReduction: null,
|
||||
isFastTime: null,
|
||||
isDroneTeleport: null,
|
||||
isAnthropicTech: null,
|
||||
isSporeWorm: null,
|
||||
isWormShot: null,
|
||||
|
||||
@@ -218,14 +218,12 @@ summary {
|
||||
}
|
||||
|
||||
#pause-grid-right {
|
||||
justify-content: end;
|
||||
position: relative;
|
||||
overflow: auto;
|
||||
max-height: 100vh;
|
||||
}
|
||||
|
||||
#pause-grid-left {
|
||||
justify-content: start;
|
||||
position: relative;
|
||||
overflow: auto;
|
||||
max-height: 100vh;
|
||||
|
||||
44
todo.txt
44
todo.txt
@@ -1,15 +1,35 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
tech: ambush - cloaking damage effect is increase from 300% to 500%
|
||||
tech: brushless motor - drones rush more often and do 44% more damage
|
||||
requires torque bursts
|
||||
tech: orthocyclic winding - irradiated drones are faster and do more damage
|
||||
requires irradiated drones
|
||||
|
||||
several bug fixes
|
||||
automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets
|
||||
|
||||
safari is super buggy, I'm guessing no one that reports bugs uses it.
|
||||
fixed scroll bar covering up pause right side text on safari and firefox
|
||||
fixed issue with ctx.setLineDash sometimes making the player dashed on safari
|
||||
|
||||
various other bug fixes
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
mob: spawning seekers on death
|
||||
|
||||
"Lazer pulser Boss"
|
||||
Basically the blue lazer boss, but it has another color
|
||||
Instead of shooting one current stream of lasers, the laser is completely harmless
|
||||
If the boss focused the Lazer on the player for a certain amount of time, it'll glow brightly and send a fast, explosive pulse down the Lazer beam
|
||||
The harmless lazer beam serves like a sniper's lazer scope
|
||||
|
||||
laser damage seems low based on 2 runs
|
||||
history is low damage
|
||||
|
||||
buff laser push tech
|
||||
push like plasma?
|
||||
push harder
|
||||
|
||||
drones can combine with other drones to get bigger?
|
||||
drones that grab powers ups can grab more then one and get even bigger each time
|
||||
|
||||
@@ -188,15 +208,25 @@ n-gon outreach ideas
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
Matter.World module has now been replaced by Matter.Composite (is this a possible fix?)
|
||||
// for (let i = 0; i < array.length; ++i) Matter.World.remove(engine.world, array[i]);
|
||||
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
||||
|
||||
safari issues
|
||||
once: can't pick up blocks
|
||||
fixed on new map
|
||||
cloaking field
|
||||
once: after damage, locked into slow time mode
|
||||
fixed on damage
|
||||
3 times player head graphics not rotating
|
||||
left/right leg flip broke
|
||||
walk leg direction, legs are walking backwards
|
||||
happened maybe after power up selection menu??
|
||||
cloaking field(at least once)
|
||||
aiming still works
|
||||
fixed on new map, although flip still broken (is flip a separate issue?)
|
||||
flip fixed on new game
|
||||
|
||||
sharing builds as html doesn't work for long lists...
|
||||
it shouldn't be sharing undefined at all
|
||||
probably some other problems too
|
||||
(might be fixed...)
|
||||
(this might be fixed...)
|
||||
|
||||
blocks on buttons teleport into the button endlessly if they are being slowly floated away
|
||||
maybe add a cooldown?
|
||||
|
||||
Reference in New Issue
Block a user