technology

when you die store a copy of all your tech
  they will show up at your location in the future as a power up
  this is probably buggy

CPT triggers at above 100 energy instead of above 68 energy
causality bots makes a few less bots

several tech with dynamic effects show the value of the effect in their description
This commit is contained in:
landgreen
2022-10-17 20:07:43 -07:00
parent d996c4f2a2
commit 2e476b46fe
8 changed files with 233 additions and 142 deletions

View File

@@ -18,24 +18,24 @@ const level = {
// simulation.enableConstructMode() //used to build maps in testing mode
// simulation.isHorizontalFlipped = true
// tech.giveTech("performance")
// level.difficultyIncrease(13 * 4) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(2 * 4) //30 is near max on hard //60 is near max on why
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
// powerUps.research.changeRerolls(500)
// powerUps.research.changeRerolls(50)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.couplingChange(5)
// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
// simulation.molecularMode = 2
// m.damage(0.1);
// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[0].ammo = 10000
// tech.giveTech("lens")
// for (let i = 0; i < 9; ++i) tech.giveTech("compound lens")
// tech.giveTech("ice crystal nucleation")
// for (let i = 0; i < 1; ++i) tech.giveTech("compound lens")
// tech.giveTech("dye laser")
// for (let i = 0; i < 1; ++i) tech.giveTech("iridescence")
// for (let i = 0; i < 1; i++) tech.giveTech("slow light")
// for (let i = 0; i < 1; ++i) tech.giveTech("CPT symmetry")
// for (let i = 0; i < 5; i++) tech.giveTech("laser-bot")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
@@ -44,14 +44,15 @@ const level = {
// spawn.starter(1900, -500, 200)
// spawn.starter(1900, -500)
// spawn.timeBoss(2538, -950)
// for (let i = 0; i < 33; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
// for (let i = 0; i < 5; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
// tech.addJunkTechToPool(0.5)
// tech.tech[322].frequency = 100
// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
// for (let i = 0; i < 40; ++i) tech.giveTech()
// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// powerUps.spawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "technology", false, ["lens", "nail-bot"]);
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
//lore testing
@@ -153,9 +154,15 @@ const level = {
}
if (tech.isSpawnExitTech) {
for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
}
if (m.plasmaBall) m.plasmaBall.reset()
if (localSettings.axiom && localSettings.axiom.levelName === level.levels[level.onLevel]) {
console.log('hi')
const flip = localSettings.axiom.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
powerUps.spawn(flip * localSettings.axiom.position.x, localSettings.axiom.position.y, "technology", false, localSettings.axiom.techNames);
localSettings.axiom = undefined
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
},
trainingText(say) {
simulation.lastLogTime = 0; //clear previous messages