relay switch
bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield relay switch - toggles ON/OFF when you pick up a power up tech: ice IX condenser - if ON make a couple Ice IX crystals every second
This commit is contained in:
213
js/tech.js
213
js/tech.js
@@ -639,9 +639,9 @@
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count: 0,
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frequency: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb
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return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.relayIce
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},
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requires: "drones, spores, missiles, foam, wave beam, neutron bomb",
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requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
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effect() {
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tech.isBulletsLastLonger += 0.3
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},
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@@ -1390,77 +1390,8 @@
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remove() {
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tech.cyclicImmunity = 0;
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}
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}, {
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name: "flip-flop",
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description: `<strong>flip-flop</strong> toggles <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
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nameInfo: "<span id = 'tech-flip-flop'></span>",
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addNameInfo() {
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setTimeout(function() {
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if (document.getElementById("tech-flip-flop")) {
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if (tech.isFlipFlopOn) {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#5af'
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} else {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = "transparent"
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}
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}
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}, 100);
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},
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maxCount: 1,
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count: 0,
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frequency: 2,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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tech.isFlipFlop = true //do you have this tech?
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tech.isFlipFlopOn = true //what is the state of flip-Flop?
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if (!m.isShipMode) {
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m.draw = () => {
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
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//draw body
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ctx.save();
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ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
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ctx.translate(m.pos.x, m.pos.y);
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m.calcLeg(Math.PI, -3);
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m.drawLeg("#4a4a4a");
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m.calcLeg(0, 0);
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m.drawLeg("#333");
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ctx.rotate(m.angle);
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ctx.beginPath();
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ctx.arc(0, 0, 30, 0, 2 * Math.PI);
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let grd = ctx.createLinearGradient(-30, 0, 30, 0);
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grd.addColorStop(0, m.fillColorDark);
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grd.addColorStop(1, m.fillColor);
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ctx.fillStyle = grd;
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ctx.fill();
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ctx.arc(15, 0, 4, 0, 2 * Math.PI);
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ctx.strokeStyle = "#333";
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ctx.lineWidth = 2;
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ctx.stroke();
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//draw eye
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ctx.beginPath();
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ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
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ctx.fillStyle = m.eyeFillColor;
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ctx.fill()
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ctx.restore();
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m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
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}
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}
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},
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remove() {
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tech.isFlipFlop = false
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tech.isFlipFlopOn = false
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m.eyeFillColor = 'transparent'
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}
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}, {
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},
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{
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name: "NOR gate",
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description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>ON</strong> state<br>take <strong>0</strong> <strong class='color-harm'>harm</strong> from collisions with mobs",
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maxCount: 1,
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@@ -1477,18 +1408,110 @@
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remove() {
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tech.isFlipFlopHarm = false
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}
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}, {
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},
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{
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name: "flip-flop",
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description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
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nameInfo: "<span id = 'tech-flip-flop'></span>",
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addNameInfo() {
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setTimeout(function() {
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if (document.getElementById("tech-flip-flop")) {
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if (tech.isFlipFlopOn) {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#5af'
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} else {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = "transparent"
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}
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}
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}, 100);
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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allowed() {
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return !tech.isRelay
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},
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requires: "not relay switch",
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effect() {
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tech.isFlipFlop = true //do you have this tech?
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tech.isFlipFlopOn = true //what is the state of flip-Flop?
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if (!m.isShipMode) {
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m.draw = m.drawFlipFlop
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}
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},
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remove() {
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tech.isFlipFlop = false
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tech.isFlipFlopOn = false
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m.eyeFillColor = 'transparent'
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}
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},
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{
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name: "relay switch",
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description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
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nameInfo: "<span id = 'tech-switch'></span>",
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addNameInfo() {
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setTimeout(function() {
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if (document.getElementById("tech-switch")) {
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if (tech.isFlipFlopOn) {
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document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#5af'
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} else {
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document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = "transparent"
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}
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}
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}, 100);
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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allowed() {
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return !tech.isFlipFlop
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},
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requires: "not flip-flop",
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effect() {
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tech.isRelay = true //do you have this tech?
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tech.isFlipFlopOn = true //what is the state of flip-Flop?
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if (!m.isShipMode) {
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m.draw = m.drawFlipFlop
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}
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},
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remove() {
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tech.isRelay = false
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tech.isFlipFlopOn = false
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m.eyeFillColor = 'transparent'
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}
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},
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{
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name: "thermocouple",
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description: "if <strong>relay switch</strong> is in the <strong class='color-flop'>ON</strong> state<br>condense <strong>1-3</strong> <strong class='color-s'>ice IX</strong> crystals every second",
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maxCount: 9,
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count: 0,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isRelay
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},
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requires: "relay switch",
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effect() {
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tech.relayIce++
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},
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remove() {
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tech.relayIce = 0
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}
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},
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{
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name: "NAND gate",
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description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
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description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
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maxCount: 1,
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count: 0,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isFlipFlop
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return tech.isFlipFlop || tech.isRelay
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},
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requires: "flip-flop",
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requires: "ON/OFF tech",
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effect() {
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tech.isFlipFlopDamage = true;
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},
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@@ -1497,15 +1520,15 @@
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}
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}, {
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name: "transistor",
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description: "if <strong>flip-flop</strong> is <strong class='color-flop'>ON</strong> regen <strong>22</strong> <strong class='color-f'>energy</strong> per second<br>if <strong>flip-flop</strong> is <strong class='color-flop'>OFF</strong> drain <strong>3.1</strong> <strong class='color-f'>energy</strong> per second",
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description: "if <strong class='color-flop'>ON</strong> regen <strong>22</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>3.1</strong> <strong class='color-f'>energy</strong> per second",
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maxCount: 1,
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count: 0,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isFlipFlop
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return tech.isFlipFlop || tech.isRelay
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},
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requires: "flip-flop",
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requires: "ON/OFF tech",
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effect() {
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tech.isFlipFlopEnergy = true;
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},
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@@ -1514,7 +1537,7 @@
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}
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}, {
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name: "shift registers",
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description: "set <strong>flip-flop</strong> to the <strong class='color-flop'>ON</strong> state<br>at the start of a <strong>level</strong>",
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description: "set to the <strong class='color-flop'>ON</strong> state<br>at the start of a <strong>level</strong>",
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maxCount: 1,
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count: 0,
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frequency: 4,
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@@ -1522,14 +1545,15 @@
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allowed() {
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return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm
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},
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requires: "2 flip-flop techs",
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requires: "2 ON/OFF techs",
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effect() {
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tech.isFlipFlopLevelReset = true;
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},
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remove() {
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tech.isFlipFlopLevelReset = false;
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}
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}, {
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},
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{
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name: "clock gating",
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description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>`,
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maxCount: 1,
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@@ -1569,7 +1593,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage
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return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage
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},
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requires: "a freezing or stunning effect",
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effect() {
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@@ -1586,7 +1610,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField
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return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce
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},
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requires: "a localized freeze effect",
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effect() {
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@@ -2155,7 +2179,7 @@
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isNonRefundable: true,
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isBadRandomOption: true,
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allowed() {
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return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isNoHeals
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return (m.health / m.maxHealth) < 0.7 && !tech.isNoHeals
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},
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requires: "health > 70%, not ergodicity",
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effect() {
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@@ -2192,7 +2216,7 @@
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powerUps.research.changeRerolls(0)
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}, 1000);
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},
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description: "use <strong>1</strong> <strong class='color-r'>research</strong> to avoid <strong>dying</strong><br>and spawn <strong>6</strong> <strong class='color-h'>heal</strong> power ups once per level",
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description: "once per level use <strong>1</strong> <strong class='color-r'>research</strong><br>to prevent <strong>dying</strong> and spawn <strong>6</strong> <strong class='color-h'>heals</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2836,7 +2860,8 @@
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requires: "between levels 1 and 7",
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effect() {
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level.difficultyDecrease(simulation.difficultyMode)
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simulation.makeTextLog(`simulation.difficultyMode <span class='color-symbol'>--</span>`)
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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(18)
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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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@@ -2860,7 +2885,7 @@
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effect() {
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tech.isNoHeals = true;
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level.difficultyDecrease(simulation.difficultyMode * 2)
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simulation.makeTextLog(`simulation.difficultyMode <span class='color-symbol'>-=</span> 2`)
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simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode <span class='color-symbol'>*</span> 2)`)
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powerUps.heal.color = "#abb"
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for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
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if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
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@@ -4366,7 +4391,7 @@
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}
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}, {
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name: "ice IX manufacturing",
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description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to synthesize <strong class='color-s'>ice IX</strong>",
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description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to condense <strong class='color-s'>ice IX</strong>",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -4389,7 +4414,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isIceField
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return tech.isIceField || tech.relayIce
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},
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requires: "ice IX",
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effect() {
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@@ -5953,9 +5978,11 @@
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isFlipFlopLevelReset: null,
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isFlipFlopDamage: null,
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isFlipFlopEnergy: null,
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isRelay: null,
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relayIce: null,
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isMetaAnalysis: null,
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isFoamAttract: null,
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droneCycleReduction: null,
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droneEnergyReduction: null,
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isNoHeals: null
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isNoHeals: null,
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}
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Reference in New Issue
Block a user