mob body slice
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob requires cloaking or time dilation field tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level. requires cloaking or time dilation field JUNK tech: all-stars - make mobs look like stars JUNK tech: mouth - make mobs look like they have a mouth the nonCollideBosses have been made 10% harder to kill these are the types of bosses that spawn from apomixis on 100% duplication 7+ sided mobs may slice in two when they die
This commit is contained in:
20
js/level.js
20
js/level.js
@@ -19,8 +19,8 @@ const level = {
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// b.giveGuns("harpoon")
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// tech.giveTech("toggling harpoon")
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// tech.giveTech("filament")
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// tech.giveTech("isotropic radiator")
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// tech.giveTech("necrophage")
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// tech.giveTech("mouth")
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// tech.giveTech("all-stars")
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// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
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// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
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@@ -108,8 +108,9 @@ const level = {
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m.eyeFillColor = m.fieldMeterColor
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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if (tech.removeMaxHealthOnKill > 0.01) {
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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)
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if (tech.isSpawnExitTech) {
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// 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
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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
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}
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},
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custom() {},
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@@ -2291,14 +2292,13 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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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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// 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.blockGroup(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.snakeSuckBoss(1900, -500)
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// spawn.grenadier(1900, -500)
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// spawn.sneaker(1900, -500, 200)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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@@ -2316,7 +2316,7 @@ const level = {
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.nodeGroup(1800, -500, "grenadier")
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// spawn.nodeGroup(1200, 0, "grenadier")
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// spawn.snakeBoss(1200, -500)
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spawn.snakeBoss(1200, -500)
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// spawn.suckerBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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@@ -4365,15 +4365,15 @@ const level = {
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Composite.add(engine.world, cons[cons.length - 1]);
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spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
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spawn.bodyRect(-2550, 1200, 150, 150, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2763, 1300, 350, 100, 1, spawn.propsHoist); //hoist
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cons[cons.length] = Constraint.create({
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pointA: {
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x: -2575,
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y: 150
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},
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bodyB: body[body.length - 1],
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stiffness: 0.0005,
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stiffness: 0.0004,
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length: 566
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});
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Composite.add(engine.world, cons[cons.length - 1]);
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58
js/mob.js
58
js/mob.js
@@ -362,7 +362,7 @@ const mobs = {
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seePlayerByDistOrLOS() {
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if (!(simulation.cycle % this.seePlayerFreq)) {
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if (
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(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0)) &&
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(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0)) && //&& Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
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!m.isCloak
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) {
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this.foundPlayer();
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@@ -1151,6 +1151,10 @@ const mobs = {
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m.setMaxHealth();
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}
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}
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if (tech.cloakDuplication) {
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tech.cloakDuplication -= 0.01
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powerUps.setDupChance(); //needed after adjusting duplication chance
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}
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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@@ -1242,29 +1246,67 @@ const mobs = {
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replace(i) {
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//if there are too many bodies don't turn into blocks to help performance
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if (this.leaveBody && body.length < 40 && this.mass < 200 && this.radius > 18) {
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let v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
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if (v.length > 5 && body.length < 35 && Math.random() < 0.5) {
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const cutPoint = 3 + Math.floor((v.length - 6) * Math.random()) //Math.floor(v.length / 2)
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const v2 = v.slice(0, cutPoint + 1)
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v = v.slice(cutPoint - 1)
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const len = body.length;
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body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v2);
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Matter.Body.setVelocity(body[len], Vector.mult(this.velocity, 0.5));
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Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
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body[len].collisionFilter.category = cat.body;
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body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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body[len].classType = "body";
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Composite.add(engine.world, body[len]); //add to world
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const len2 = body.length;
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body[len2] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
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Matter.Body.setVelocity(body[len2], Vector.mult(this.velocity, 0.5));
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Matter.Body.setAngularVelocity(body[len2], this.angularVelocity);
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body[len2].collisionFilter.category = cat.body;
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body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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// if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
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// body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
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// }
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body[len2].classType = "body";
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Composite.add(engine.world, body[len2]); //add to world
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//large mobs shrink so they don't block paths
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if (body[len].mass + body[len2].mass > 16) {
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const massLimit = 8 + 6 * Math.random()
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const shrink = function(that1, that2) {
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if (that1.mass + that2.mass > massLimit) {
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const scale = 0.95;
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Matter.Body.scale(that1, scale, scale);
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Matter.Body.scale(that2, scale, scale);
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setTimeout(shrink, 20, that1, that2);
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}
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};
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shrink(body[len], body[len2])
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}
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} else {
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const len = body.length;
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const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
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body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
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Matter.Body.setVelocity(body[len], Vector.mult(this.velocity, 0.5));
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Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
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body[len].collisionFilter.category = cat.body;
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body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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// if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
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// body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
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// }
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body[len].classType = "body";
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Composite.add(engine.world, body[len]); //add to world
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//large mobs shrink so they don't block paths
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if (body[len].mass > 9) {
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const shrink = function(that, massLimit) {
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const massLimit = 7 + 4 * Math.random()
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const shrink = function(that) {
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if (that.mass > massLimit) {
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const scale = 0.95;
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Matter.Body.scale(that, scale, scale);
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setTimeout(shrink, 20, that, massLimit);
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setTimeout(shrink, 20, that);
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}
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};
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shrink(body[len], 7 + 4 * Math.random())
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shrink(body[len])
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}
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}
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Matter.Composite.remove(engine.world, this);
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mob.splice(i, 1);
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@@ -948,7 +948,7 @@ const m = {
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m.fieldHarmReduction = 1;
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m.isSneakAttack = false
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m.duplicateChance = 0
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powerUps.setDo();
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powerUps.setDupChance();
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m.grabPowerUpRange2 = 156000;
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m.blockingRecoil = 4;
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m.fieldRange = 155;
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@@ -2219,9 +2219,9 @@ const m = {
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for (let i = 0; i < inPlayer.length; i++) {
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if (m.energy > 0) {
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if (inPlayer[i].shield) { //shields drain player energy
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m.energy -= 0.014;
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m.energy -= 0.016;
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} else {
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m.energy -= 0.004;
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m.energy -= 0.006;
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}
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}
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}
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@@ -2590,7 +2590,7 @@ const m = {
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description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
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effect: function() {
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m.duplicateChance = 0.07
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powerUps.setDo(); //needed after adjusting duplication chance
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powerUps.setDupChance(); //needed after adjusting duplication chance
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m.hold = function() {
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// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
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@@ -89,7 +89,7 @@ const powerUps = {
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totalPowerUps: 0, //used for tech that count power ups at the end of a level
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lastTechIndex: null,
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do() {},
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setDo() {
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setDupChance() {
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if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
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if (tech.isPowerUpsVanish) {
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powerUps.do = powerUps.doDuplicatesVanish
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@@ -319,16 +319,20 @@ const powerUps = {
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}
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}
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if (tech.isRerollBots) {
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let delay = 0
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for (const cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
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delay += 500
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setTimeout(() => {
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b.randomBot()
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if (tech.renormalization) {
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for (let i = 0; i < cost; i++) {
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if (Math.random() < 0.4) {
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m.fieldCDcycle = m.cycle + 20;
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powerUps.spawn(m.pos.x, m.pos.y, "research");
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powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
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}
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}
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}
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}, delay);
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}
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
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@@ -472,21 +476,39 @@ const powerUps = {
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}
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}
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} else { //give ammo to all guns in inventory
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let textLog = ""
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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const target = b.guns[b.inventory[i]]
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if (target.ammo !== Infinity) {
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if (tech.ammoCap) {
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const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
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target.ammo = ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
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textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}<br>`
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} else {
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const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
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target.ammo += ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}<br>`
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}
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}
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}
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simulation.makeTextLog(textLog)
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}
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// } else { //give ammo to all guns in inventory
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// for (let i = 0, len = b.inventory.length; i < len; i++) {
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// const target = b.guns[b.inventory[i]]
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// if (target.ammo !== Infinity) {
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// if (tech.ammoCap) {
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// const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
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// target.ammo = ammoAdded
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// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
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// } else {
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// const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
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// target.ammo += ammoAdded
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// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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// }
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// }
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// }
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// }
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simulation.updateGunHUD();
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}
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},
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13
js/spawn.js
13
js/spawn.js
@@ -917,7 +917,7 @@ const spawn = {
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me.onDamage = function(dmg) {
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if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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}
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me.damageReduction = 0.2 //me.damageReductionGoal
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me.damageReduction = 0.18 //me.damageReductionGoal
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me.do = function() {
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// // this.armor();
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if (!m.isBodiesAsleep) {
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@@ -990,7 +990,7 @@ const spawn = {
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me.onHit = function() { //run this function on hitting player
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this.explode();
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};
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me.damageReduction = 0.25
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me.damageReduction = 0.22
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me.doAwake = function() {
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if (!m.isBodiesAsleep) {
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// this.armor();
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@@ -1107,7 +1107,7 @@ const spawn = {
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if (!count % 2) powerUps.spawnRandomPowerUp(this.position.x, this.position.y) // higher then normal chance to drop heals and ammo
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}
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}
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me.damageReduction = 0.25
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me.damageReduction = 0.22
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me.do = function() {
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// this.armor();
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this.alwaysSeePlayer();
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@@ -3070,7 +3070,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.isBoss = true;
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Matter.Body.setDensity(me, 0.002 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.0025 + 0.00013 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.stroke = "transparent"; //used for drawGhost
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me.seeAtDistance2 = 1500000;
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@@ -3084,12 +3084,9 @@ const spawn = {
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me.friction = 0;
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me.frictionAir = 0.01;
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me.memory = Infinity;
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// me.memory = 300;
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// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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spawn.shield(me, x, y, 1);
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const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) // simulation.difficulty = 40 on hard mode level 10
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const speed = (0.007 + 0.003 * Math.random() + 0.004 * Math.sqrt(simulation.difficulty))
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let radiusOrbitals = radius + 125 + 350 * Math.random()
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@@ -3100,7 +3097,7 @@ const spawn = {
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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me.damageReduction = 0.25
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me.damageReduction = 0.2
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me.do = function() {
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// this.armor();
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this.seePlayerCheckByDistance();
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258
js/tech.js
258
js/tech.js
@@ -194,26 +194,16 @@
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return dmg * tech.slowFire * tech.aimDamage
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},
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duplicationChance() {
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return (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
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return (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
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},
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maxDuplicationEvent() {
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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tech.is100Duplicate = false
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const range = 550
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const range = 500
|
||||
for (let i = 0, len = 8; i < len; i++) {
|
||||
const angle = 2 * Math.PI * i / len
|
||||
spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList);
|
||||
}
|
||||
|
||||
// spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList);
|
||||
// spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList);
|
||||
}
|
||||
},
|
||||
setTechFrequency(name, frequency) {
|
||||
@@ -480,7 +470,7 @@
|
||||
allowed() {
|
||||
return !tech.isEnergyNoAmmo && !tech.isEnergyHealth
|
||||
},
|
||||
requires: "exciton-lattice, not mass-energy",
|
||||
requires: "not exciton-lattice, mass-energy",
|
||||
effect: () => {
|
||||
tech.isAmmoFromHealth = true;
|
||||
},
|
||||
@@ -748,7 +738,7 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
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.isIceShot || tech.relayIce || tech.blockingIce > 1
|
||||
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.isIceShot || tech.relayIce || tech.blockingIce > 1 || tech.isWormShot || tech.foamBotCount > 1
|
||||
},
|
||||
requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
|
||||
effect() {
|
||||
@@ -1634,7 +1624,7 @@
|
||||
allowed() {
|
||||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isTokamak
|
||||
},
|
||||
requires: "mass driver, not pilot wave not tokamak",
|
||||
requires: "mass driver, not pilot wave, tokamak",
|
||||
effect() {
|
||||
tech.isAddBlockMass = true
|
||||
},
|
||||
@@ -2620,7 +2610,7 @@
|
||||
allowed() {
|
||||
return m.maxHealth > 1;
|
||||
},
|
||||
requires: "health above 100",
|
||||
requires: "max health above 100",
|
||||
effect() {
|
||||
tech.isAcidDmg = true;
|
||||
},
|
||||
@@ -2768,11 +2758,11 @@
|
||||
requires: "anthropic principle, below 66% duplication chance",
|
||||
effect() {
|
||||
tech.isAnthropicTech = true
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
},
|
||||
remove() {
|
||||
tech.isAnthropicTech = false
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -2821,7 +2811,7 @@
|
||||
allowed() {
|
||||
return !tech.isResearchReality && !tech.isSwitchReality
|
||||
},
|
||||
requires: "Ψ(t) collapse, many-worlds",
|
||||
requires: "not Ψ(t) collapse, many-worlds",
|
||||
effect() {
|
||||
tech.isCollisionRealitySwitch = true;
|
||||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||||
@@ -2862,7 +2852,7 @@
|
||||
allowed() {
|
||||
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
|
||||
},
|
||||
requires: "many-worlds, non-unitary, not pseudoscience",
|
||||
requires: "not many-worlds, non-unitary, pseudoscience",
|
||||
effect() {
|
||||
tech.isResearchReality = true;
|
||||
for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
|
||||
@@ -3088,12 +3078,12 @@
|
||||
requires: "below 100% duplication chance",
|
||||
effect() {
|
||||
tech.duplicateChance += 0.1
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
tech.addJunkTechToPool(30)
|
||||
},
|
||||
remove() {
|
||||
tech.duplicateChance = 0
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
if (this.count > 1) tech.removeJunkTechFromPool(30)
|
||||
}
|
||||
},
|
||||
@@ -3110,11 +3100,11 @@
|
||||
requires: "below 100% duplication chance",
|
||||
effect: () => {
|
||||
tech.isStimulatedEmission = true
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
},
|
||||
remove() {
|
||||
tech.isStimulatedEmission = false
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -3130,11 +3120,11 @@
|
||||
requires: "below 100% duplication chance",
|
||||
effect: () => {
|
||||
tech.isPowerUpsVanish = true
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
},
|
||||
remove() {
|
||||
tech.isPowerUpsVanish = false
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -3150,11 +3140,11 @@
|
||||
requires: "below 100% duplication chance, not determinism",
|
||||
effect() {
|
||||
tech.isCancelDuplication = true //search for tech.cancelCount to balance
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
},
|
||||
remove() {
|
||||
tech.isCancelDuplication = false
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -3324,7 +3314,7 @@
|
||||
allowed() {
|
||||
return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
|
||||
},
|
||||
requires: "at least 2 research, not super determinism",
|
||||
requires: "some duplication, not super determinism",
|
||||
effect: () => {
|
||||
powerUps.research.changeRerolls(-2)
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2<br>${powerUps.research.count}`)
|
||||
@@ -3992,7 +3982,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||||
},
|
||||
requires: "shotgun, not nail-shot, foam-shot, worm-shot, ice-shot",
|
||||
requires: "shotgun, not nail-shot, foam-shot, worm-shot, ice-shot, needle-shot",
|
||||
effect() {
|
||||
tech.isSlugShot = true;
|
||||
},
|
||||
@@ -4011,7 +4001,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||||
},
|
||||
requires: "shotgun, not incendiary, slug, foam-shot, worm-shot, ice-shot",
|
||||
requires: "shotgun, not incendiary, slug, foam-shot, worm-shot, ice-shot, needle-shot",
|
||||
effect() {
|
||||
tech.isNailShot = true;
|
||||
},
|
||||
@@ -4049,7 +4039,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedleShot
|
||||
},
|
||||
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, ice-shot",
|
||||
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, ice-shot, needle-shot",
|
||||
effect() {
|
||||
tech.isWormShot = true;
|
||||
},
|
||||
@@ -4068,7 +4058,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isWormShot && !tech.isNeedleShot
|
||||
},
|
||||
requires: "shotgun, not incendiary, nail-shot, slug, worm-shot, ice-shot",
|
||||
requires: "shotgun, not incendiary, nail-shot, slug, worm-shot, ice-shot, needle-shot",
|
||||
effect() {
|
||||
tech.isFoamShot = true;
|
||||
},
|
||||
@@ -4133,7 +4123,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("super balls") && tech.missileCount === 1 && !tech.superBallDelay
|
||||
},
|
||||
requires: "super balls, but not super duper or supertemporal",
|
||||
requires: "super balls, but not MIRV or supertemporal",
|
||||
effect() {
|
||||
tech.oneSuperBall = true;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
@@ -4352,7 +4342,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("missiles")
|
||||
},
|
||||
requires: "missiles",
|
||||
requires: "missile gun",
|
||||
effect() {
|
||||
tech.missileBotCount++;
|
||||
b.missileBot();
|
||||
@@ -4498,7 +4488,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("mine")
|
||||
},
|
||||
requires: "mines, not mine reclamation",
|
||||
requires: "mines",
|
||||
effect() {
|
||||
tech.isMineDrop = true;
|
||||
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0)
|
||||
@@ -4577,7 +4567,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("spores")
|
||||
},
|
||||
requires: "spores",
|
||||
requires: "spore gun",
|
||||
effect() {
|
||||
tech.isSporeGrowth = true
|
||||
},
|
||||
@@ -5007,7 +4997,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "harpoon, not spear",
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isFilament = true;
|
||||
},
|
||||
@@ -5227,7 +5217,7 @@
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
|
||||
},
|
||||
requires: "laser, not wide beam, diffuse beam, pulse, or slow light",
|
||||
requires: "laser, not diffuse beam, pulse, or slow light",
|
||||
effect() {
|
||||
tech.laserReflections += 2;
|
||||
},
|
||||
@@ -6050,6 +6040,51 @@
|
||||
m.fieldRegen = tech.energyRegen;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "no-cloning theorem",
|
||||
description: `<strong>42%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>if you <strong>kill</strong> a <strong>mob</strong> lose <strong>1%</strong> <strong class='color-dup'>duplication</strong> chance`,
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking") && tech.duplicationChance() < 1
|
||||
},
|
||||
requires: "metamaterial cloaking, below 100% duplication chance",
|
||||
effect() {
|
||||
tech.cloakDuplication = 0.42
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
|
||||
},
|
||||
remove() {
|
||||
tech.cloakDuplication = 0
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "symbiosis",
|
||||
description: "if you <strong>kill</strong> a <strong>mob</strong> lose <strong>2%</strong> max <strong class='color-h'>health</strong><br>at the <strong>start</strong> of each level spawn <strong>2</strong> <strong class='color-m'>tech</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking") && !tech.removeMaxHealthOnKill
|
||||
},
|
||||
requires: "metamaterial cloaking, not -symbiosis-",
|
||||
effect() {
|
||||
tech.removeMaxHealthOnKill = 0.02
|
||||
tech.isSpawnExitTech = true
|
||||
// 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
|
||||
// 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
|
||||
},
|
||||
remove() {
|
||||
tech.removeMaxHealthOnKill = 0
|
||||
tech.isSpawnExitTech = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "boson composite",
|
||||
description: "<strong>intangible</strong> to <strong class='color-block'>blocks</strong> and mobs while <strong class='color-cloaked'>cloaked</strong><br>passing through <strong>mobs</strong> drains your <strong class='color-f'>energy</strong>",
|
||||
@@ -6091,26 +6126,6 @@
|
||||
tech.isCloakStun = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "pacifist",
|
||||
description: "if you <strong>kill</strong> a <strong>mob</strong> lose <strong>2%</strong> max <strong class='color-h'>health</strong><br>spawn <strong>2</strong> <strong class='color-m'>tech</strong> at the <strong>end</strong> of every level",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" && !tech.removeMaxHealthOnKill
|
||||
},
|
||||
requires: "metamaterial cloaking, not -pacifist-",
|
||||
effect() {
|
||||
tech.removeMaxHealthOnKill = 0.02
|
||||
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)
|
||||
},
|
||||
remove() {
|
||||
tech.removeMaxHealthOnKill = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
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>600%</strong>",
|
||||
@@ -6248,14 +6263,14 @@
|
||||
requires: "wormhole, below 100% duplication chance",
|
||||
effect() {
|
||||
tech.wormDuplicate = 0.14
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
for (let i = 0; i < 4; i++) {
|
||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.wormDuplicate = 0
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
if (this.count > 0) powerUps.research.changeRerolls(4)
|
||||
}
|
||||
},
|
||||
@@ -6493,8 +6508,8 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "-pacifist-",
|
||||
description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>1%</strong> max <strong class='color-h'>health</strong>",
|
||||
name: "-symbiosis-",
|
||||
description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>0.2%</strong> max <strong class='color-h'>health</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -6505,7 +6520,7 @@
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.removeMaxHealthOnKill = 0.01
|
||||
tech.removeMaxHealthOnKill = 0.002
|
||||
},
|
||||
remove() {
|
||||
tech.removeMaxHealthOnKill = 0
|
||||
@@ -6552,6 +6567,117 @@
|
||||
if (this.count) player.restitution = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "mouth",
|
||||
description: "mobs have a non functional mouth",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isExperimentHide: true,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
mobs.draw = () => {
|
||||
ctx.lineWidth = 2;
|
||||
let i = mob.length;
|
||||
while (i--) {
|
||||
ctx.beginPath();
|
||||
const vertices = mob[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
|
||||
ctx.fillStyle = mob[i].fill;
|
||||
ctx.strokeStyle = mob[i].stroke;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mobs.draw = () => {
|
||||
ctx.lineWidth = 2;
|
||||
let i = mob.length;
|
||||
while (i--) {
|
||||
ctx.beginPath();
|
||||
const vertices = mob[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.fillStyle = mob[i].fill;
|
||||
ctx.strokeStyle = mob[i].stroke;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "all-stars",
|
||||
description: "make all mobs look like stars",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isExperimentHide: true,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
mobs.draw = () => {
|
||||
ctx.lineWidth = 2;
|
||||
let i = mob.length;
|
||||
while (i--) {
|
||||
ctx.beginPath();
|
||||
const vertices = mob[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) {
|
||||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[j].x, vertices[j].y);
|
||||
}
|
||||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
|
||||
ctx.fillStyle = mob[i].fill;
|
||||
ctx.strokeStyle = mob[i].stroke;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mobs.draw = () => {
|
||||
ctx.lineWidth = 2;
|
||||
let i = mob.length;
|
||||
while (i--) {
|
||||
ctx.beginPath();
|
||||
const vertices = mob[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.fillStyle = mob[i].fill;
|
||||
ctx.strokeStyle = mob[i].stroke;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
// draw() {
|
||||
// ctx.lineWidth = 2;
|
||||
// let i = mob.length;
|
||||
// while (i--) {
|
||||
// ctx.beginPath();
|
||||
// const vertices = mob[i].vertices;
|
||||
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
// for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
// ctx.fillStyle = mob[i].fill;
|
||||
// ctx.strokeStyle = mob[i].stroke;
|
||||
// ctx.fill();
|
||||
// ctx.stroke();
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "true colors",
|
||||
description: `set all power ups to their real world colors`,
|
||||
@@ -8223,5 +8349,7 @@
|
||||
ammoCap: null,
|
||||
isHarpoonPowerUp: null,
|
||||
harpoonDensity: null,
|
||||
removeMaxHealthOnKill: null
|
||||
removeMaxHealthOnKill: null,
|
||||
isSpawnExitTech: null,
|
||||
cloakDuplication: null
|
||||
}
|
||||
43
todo.txt
43
todo.txt
@@ -1,12 +1,20 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
tech: pacifist - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level
|
||||
junk tech: bounce - you bounce, it's kinda annoying
|
||||
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob
|
||||
requires cloaking or time dilation field
|
||||
tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level.
|
||||
requires cloaking or time dilation field
|
||||
|
||||
JUNK tech: all-stars - make mobs look like stars
|
||||
JUNK tech: mouth - make mobs look like they have a mouth
|
||||
|
||||
the nonCollideBosses have been made 10% harder to kill
|
||||
these are the types of bosses that spawn from apomixis on 100% duplication
|
||||
|
||||
7+ sided mobs may slice in two when they die
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
experiment: like lose 1% max health every time you kill a mob?
|
||||
|
||||
JUNK tech: planetesimals game inside n-gon
|
||||
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
|
||||
|
||||
@@ -46,8 +54,6 @@ harpoon tech
|
||||
tracking so good harpoon can hit a target, circle around and hit it again
|
||||
doesn't seem to be good physics
|
||||
|
||||
tech - explode after getting hit, but while you are immune to harm
|
||||
|
||||
"Interstellar Disturbance": Cosmic String applies to mobs who cross the wormhole's path, even after initial wormholing, but at reduced damage and stun time.
|
||||
|
||||
on mouse down wormhole shows a possible wormhole
|
||||
@@ -67,28 +73,9 @@ make another boss with a tail
|
||||
stabbers maybe
|
||||
suckers maybe
|
||||
|
||||
tech remove all JUNK tech
|
||||
but you can't research
|
||||
maybe spend research
|
||||
|
||||
tech missiles - move faster and more accurately, turn sharper
|
||||
also some other bonus:
|
||||
damage? or size which is basically damage
|
||||
|
||||
experiment and understand vibe more obvious
|
||||
make experiment and understand vibe more obvious
|
||||
mostly in early game or first time players
|
||||
|
||||
falling particle rain
|
||||
what causes it?
|
||||
after taking damage
|
||||
mines
|
||||
grenades
|
||||
mines and grenades
|
||||
once a second you just eject rain upwards
|
||||
after collecting a power up
|
||||
basically spores with no guidance
|
||||
lag if too many particles?
|
||||
|
||||
look into 360 wave beam lag
|
||||
|
||||
aoe effect pushes mobs away, then rapidly pulls them in
|
||||
@@ -108,10 +95,6 @@ make non moving bosses not move after getting hit
|
||||
|
||||
buff rail gun
|
||||
|
||||
block shattering
|
||||
get code from planetesimals
|
||||
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
|
||||
|
||||
scrolling console history in pause menu?
|
||||
pause should at least show the last in game console message
|
||||
|
||||
|
||||
Reference in New Issue
Block a user