applied science
tech: applied science - gives a random gun tech and a research for each gun in your inventory JUNK tech - motion sickness - disable camera smoothing JUNK tech - palantír - see far away foam-bot, nail-bot, missile-bot: are now affected by fire delay tech this gives some options for late game bot scaling timelike now allows some energy regen while immune to harm in double time Tokamak now overrides the trajectory throw graphics with its own
This commit is contained in:
@@ -3443,6 +3443,7 @@ const b = {
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minDmgSpeed: 2,
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// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
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lastLookCycle: simulation.cycle + 60 * Math.random(),
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delay: Math.floor((tech.isNailBotUpgrade ? 21 : 110) * b.fireCDscale),
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acceleration: 0.005 * (1 + 0.5 * Math.random()),
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range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(),
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endCycle: Infinity,
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@@ -3460,7 +3461,7 @@ const b = {
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} else { //close to player
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Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
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if (this.lastLookCycle < simulation.cycle && !m.isCloak) {
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this.lastLookCycle = simulation.cycle + (this.isUpgraded ? 21 : 110)
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this.lastLookCycle = simulation.cycle + this.delay
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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if (
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@@ -3503,7 +3504,7 @@ const b = {
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minDmgSpeed: 2,
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lookFrequency: 27 + Math.ceil(6 * Math.random()),
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cd: 0,
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delay: 70,
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delay: Math.floor(65 * b.fireCDscale),
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range: 70 + 3 * b.totalBots(),
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endCycle: Infinity,
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classType: "bullet",
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@@ -3579,7 +3580,7 @@ const b = {
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minDmgSpeed: 2,
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lookFrequency: 60 + Math.floor(17 * Math.random()) - 40 * tech.isFoamBotUpgrade,
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cd: 0,
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delay: 100,
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delay: Math.floor(105 * b.fireCDscale),
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acceleration: 0.005 * (1 + 0.5 * Math.random()),
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range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(),
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endCycle: Infinity,
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25
js/level.js
25
js/level.js
@@ -16,10 +16,10 @@ const level = {
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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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// m.setField("metamaterial cloaking")
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// b.giveGuns("mine")
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// tech.giveTech("spherical harmonics")
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// b.giveGuns("laser")
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// tech.giveTech("tokamak")
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// tech.giveTech("relative permittivity")
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// tech.giveTech("causality bombs")
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// tech.giveTech("palantír")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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@@ -2311,8 +2311,23 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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// level.difficultyIncrease(40) //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.historyBoss(1700, -500)
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spawn.shooterBoss(3200, -500)
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// spawn.spiderBoss(1700, -500)
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// spawn.launcherBoss(3200, -500)
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spawn.laserTargetingBoss(1700, -500)
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spawn.powerUpBoss(3200, -500)
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// spawn.snakeBoss(1700, -500)
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// spawn.streamBoss(3200, -500)
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// spawn.pulsarBoss(1700, -500)
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// spawn.spawnerBossCulture(3200, -500)
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// spawn.grenadierBoss(1700, -500)
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// spawn.growBossCulture(3200, -500)
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// spawn.blinkBoss(1700, -500)
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// spawn.snakeSpitBoss(3200, -500)
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// spawn.laserBombingBoss(1700, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.blockBoss(1700, -500)
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// spawn.slashBoss(3200, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.slashBoss(1900, -500)
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119
js/player.js
119
js/player.js
@@ -299,7 +299,17 @@ const m = {
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},
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alive: false,
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switchWorlds() {
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const totalGuns = b.inventory.length //- tech.isRewindGun //count guns, but not CPT gun
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const totalGuns = b.inventory.length
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//track ammo/ ammoPack count
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let ammoCount = 0
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].ammo !== Infinity) {
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ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
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} else {
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ammoCount += 5
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}
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}
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simulation.isTextLogOpen = false; //prevent console spam
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//remove all tech and count current tech total
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let totalTech = 0;
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@@ -345,15 +355,7 @@ const m = {
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//randomize field
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m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
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//track ammo/ ammoPack count
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let ammoCount = 0
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].ammo !== Infinity) {
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ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
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} else {
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ammoCount += 5
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}
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}
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//removes guns and ammo
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b.inventory = [];
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b.activeGun = null;
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@@ -367,7 +369,7 @@ const m = {
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//randomize ammo based on ammo/ammoPack count
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.5 * (Math.random() - 0.5))))
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if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.3 * (Math.random() - 0.5))))
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}
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//randomize tech
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@@ -1136,40 +1138,66 @@ const m = {
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if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle
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m.throwCharge += 0.5 * (tech.throwChargeRate / b.fireCDscale + 2 * tech.isAddBlockMass) / m.holdingTarget.mass
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if (m.throwCharge < 6) m.energy -= 0.001 / tech.throwChargeRate / b.fireCDscale; // m.throwCharge caps at 5
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//draw charge
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const x = m.pos.x + 15 * Math.cos(m.angle);
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const y = m.pos.y + 15 * Math.sin(m.angle);
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const len = m.holdingTarget.vertices.length - 1;
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const edge = m.throwCharge * m.throwCharge * m.throwCharge;
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const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
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grd.addColorStop(0, "rgba(255,50,150,0.3)");
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grd.addColorStop(1, "transparent");
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ctx.fillStyle = grd;
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
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ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
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ctx.fill();
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for (let i = 0; i < len; i++) {
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//trajectory path prediction
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if (tech.isTokamak) {
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//draw charge
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if (m.throwCharge > 4) {
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const x = m.pos.x + 15 * Math.cos(m.angle);
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const y = m.pos.y + 15 * Math.sin(m.angle);
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const len = m.holdingTarget.vertices.length - 1;
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ctx.fillStyle = "rgba(200,0,255,0.3)";
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
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ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
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ctx.fill();
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for (let i = 0; i < len; i++) {
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
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ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
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ctx.fill();
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}
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}
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} else {
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//draw charge
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const x = m.pos.x + 15 * Math.cos(m.angle);
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const y = m.pos.y + 15 * Math.sin(m.angle);
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const len = m.holdingTarget.vertices.length - 1;
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const edge = m.throwCharge * m.throwCharge * m.throwCharge;
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const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
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grd.addColorStop(0, "rgba(255,50,150,0.3)");
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grd.addColorStop(1, "transparent");
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ctx.fillStyle = grd;
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
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ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
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ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
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ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
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ctx.fill();
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for (let i = 0; i < len; i++) {
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
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ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
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ctx.fill();
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}
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//trajectory prediction
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const cycles = 30
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const charge = Math.min(m.throwCharge / 5, 1)
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const speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
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ctx.beginPath()
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for (let i = 1, len = 10; i < len + 1; i++) {
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const time = cycles * i / len
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ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
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}
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ctx.strokeStyle = "rgba(68, 68, 68, 0.15)" //color.map
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ctx.lineWidth = 2
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ctx.stroke()
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}
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//trajectory path prediction
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const cycles = 30
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const charge = Math.min(m.throwCharge / 5, 1)
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const speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
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ctx.beginPath()
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for (let i = 1, len = 10; i < len + 1; i++) {
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const time = cycles * i / len
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ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
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}
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ctx.strokeStyle = "rgba(68, 68, 68, 0.15)" //color.map
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ctx.lineWidth = 2
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ctx.stroke()
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} else {
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m.drop()
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}
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@@ -1178,7 +1206,7 @@ const m = {
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m.fieldCDcycle = m.cycle + 15;
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m.isHolding = false;
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if (tech.isTokamak && m.throwCharge > 3) { //remove the block body and pulse in the direction you are facing
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if (tech.isTokamak && m.throwCharge > 4) { //remove the block body and pulse in the direction you are facing
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//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
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m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
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if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge)
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@@ -2339,7 +2367,7 @@ const m = {
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m.grabPowerUp();
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m.lookForPickUp();
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m.drain += 0.0000025
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m.drain += 0.0000025 //also increases inside tech.isTimeSkip
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if (m.energy > m.drain) {
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m.energy -= m.drain;
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if (m.energy < m.drain) {
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@@ -2370,7 +2398,10 @@ const m = {
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simulation.cycle--; //pause all functions that depend on game cycle increasing
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if (tech.isTimeSkip) {
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if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
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m.immuneCycle = 0;
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m.drain += 0.0000025
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m.regenEnergy(); //immunity disables normal regen, so turn off immunity for just this function
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m.immuneCycle = m.cycle + 10;
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simulation.isTimeSkipping = true;
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m.cycle++;
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simulation.gravity();
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@@ -922,7 +922,7 @@ const spawn = {
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Matter.Body.setDensity(me, 0.00035) // normal density is 0.001 // this reduces life by half and decreases knockback
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const k = 642 //k=r^2/m
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me.split = function() {
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Matter.Body.scale(this, 0.4, 0.4);
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Matter.Body.scale(this, 0.45, 0.45);
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this.radius = Math.sqrt(this.mass * k / Math.PI)
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spawn.cellBoss(this.position.x, this.position.y, this.radius, this.cellID);
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mob[mob.length - 1].health = this.health
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@@ -932,9 +932,9 @@ const spawn = {
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this.split();
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};
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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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if (Math.random() < 0.34 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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}
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me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //me.damageReductionGoal
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me.damageReduction = 0.17 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //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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172
js/tech.js
172
js/tech.js
@@ -450,6 +450,38 @@
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},
|
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remove() {}
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},
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{
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name: "applied science",
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description: `spawn ${powerUps.orb.research(1)} and get a random <strong class='color-m'>tech</strong><br>for each <strong class='color-g'>gun</strong> in your inventory`,
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maxCount: 9,
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count: 0,
|
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isNonRefundable: true,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length > 1
|
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},
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requires: "NOT EXPERIMENT MODE, at least 2 guns",
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effect() {
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for (let i = 0; i < b.inventory.length; i++) {
|
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//spawn a research for each gun
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
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//find a gun tech for this gun
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const gunTechPool = []
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for (let j = 0; j < tech.tech.length; j++) {
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if (tech.tech[j].isGunTech && tech.tech[j].allowed && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
|
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const regex = tech.tech[j].requires.search(b.guns[b.inventory[i]].name) //get string index of gun name
|
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const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
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//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
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if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
|
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// console.log(gunName, regex, not, tech.tech[j].name)
|
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}
|
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}
|
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if (gunTechPool.length) tech.giveTech(gunTechPool[Math.floor(Math.random() * gunTechPool.length)]) // choose from the gun pool
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}
|
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},
|
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remove() {}
|
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},
|
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{
|
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name: "logistics",
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description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
|
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@@ -3737,7 +3769,7 @@
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allowed() {
|
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return tech.isNeedles || tech.isNeedleShot
|
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},
|
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requires: "needle gun, needle-shot",
|
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requires: "nail gun, needle gun, needle-shot",
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effect() {
|
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tech.isNeedleIce = true
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},
|
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@@ -3756,7 +3788,7 @@
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allowed() {
|
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return tech.haveGunCheck("harpoon") || (tech.isNeedles || tech.isNeedleShot)
|
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},
|
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requires: "needle gun, needle-shot, harpoon",
|
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requires: "nail gun, needle gun, needle-shot, harpoon",
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effect() {
|
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tech.isNeedleShieldPierce = true
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},
|
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@@ -3847,7 +3879,7 @@
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allowed() {
|
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return tech.isRivets
|
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},
|
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requires: "rivet gun",
|
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requires: "nail gun, rivet gun",
|
||||
effect() {
|
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tech.rivetSize += 0.2
|
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},
|
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@@ -3959,7 +3991,7 @@
|
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allowed() {
|
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return (tech.isNailShot || tech.isNeedleShot || tech.nailBotCount > 1 || tech.haveGunCheck("nail gun"))
|
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},
|
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requires: "nails",
|
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requires: "nail gun, nails",
|
||||
effect() {
|
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tech.isNailCrit = true
|
||||
},
|
||||
@@ -3979,7 +4011,7 @@
|
||||
allowed() {
|
||||
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce) + tech.isNeedleShot + tech.isNailShot) * 2 > 1
|
||||
},
|
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requires: "nails, rivets, not ceramic needles",
|
||||
requires: "nail gun, nails, rivets, not ceramic needles",
|
||||
effect() {
|
||||
tech.isNailRadiation = true;
|
||||
},
|
||||
@@ -4098,7 +4130,7 @@
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("shotgun") || tech.haveGunCheck("railgun")) && !tech.isShotgunRecoil
|
||||
},
|
||||
requires: "shotgun or railgun, not Newton's 3rd law",
|
||||
requires: "shotgun, railgun, not Newton's 3rd law",
|
||||
effect() {
|
||||
tech.isShotgunReversed = true;
|
||||
},
|
||||
@@ -4386,8 +4418,8 @@
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("matter wave") && !tech.isPhaseVelocity && !tech.isBulletTeleport
|
||||
},
|
||||
@@ -4426,12 +4458,12 @@
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isLongitudinal
|
||||
},
|
||||
requires: "phonon",
|
||||
requires: "matter wave, phonon",
|
||||
effect() {
|
||||
tech.is360Longitudinal = true;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
@@ -4477,14 +4509,14 @@
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 3,
|
||||
frequencyDefault: 3,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
isBot: true,
|
||||
isBotTech: true,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("missiles", false)
|
||||
},
|
||||
requires: "missile gun",
|
||||
requires: "missiles",
|
||||
effect() {
|
||||
tech.missileBotCount++;
|
||||
b.missileBot();
|
||||
@@ -4566,12 +4598,12 @@
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isVacuumBomb && !tech.isExplodeRadio
|
||||
},
|
||||
requires: "vacuum bomb, not iridium-192",
|
||||
requires: "grenades, vacuum bomb, not iridium-192",
|
||||
effect() {
|
||||
tech.isBlockExplode = true; //chain reaction
|
||||
},
|
||||
@@ -4611,7 +4643,7 @@
|
||||
allowed() {
|
||||
return tech.isNeutronBomb
|
||||
},
|
||||
requires: "neutron bomb",
|
||||
requires: "grenades, neutron bomb",
|
||||
effect() {
|
||||
tech.isNeutronSlow = true
|
||||
},
|
||||
@@ -4736,7 +4768,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField
|
||||
},
|
||||
requires: "spores",
|
||||
requires: "spore gun, spores",
|
||||
effect() {
|
||||
tech.isFastSpores = true
|
||||
},
|
||||
@@ -4756,7 +4788,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot
|
||||
},
|
||||
requires: "spores or worms",
|
||||
requires: "spore gun, spores or worms",
|
||||
effect() {
|
||||
tech.isSporeFreeze = true
|
||||
},
|
||||
@@ -4775,7 +4807,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot
|
||||
},
|
||||
requires: "spores or worms",
|
||||
requires: "spore gun, spores or worms",
|
||||
effect() {
|
||||
tech.isSporeFollow = true
|
||||
},
|
||||
@@ -4794,7 +4826,7 @@
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField) && !tech.isEnergyHealth || tech.isWormShot
|
||||
},
|
||||
requires: "spores, worms, not mass-energy",
|
||||
requires: "spore gun, spores, worms, not mass-energy",
|
||||
effect() {
|
||||
tech.isMutualism = true
|
||||
},
|
||||
@@ -4813,7 +4845,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormholeSpores
|
||||
},
|
||||
requires: "spores",
|
||||
requires: "spore gun, spores",
|
||||
effect() {
|
||||
tech.isSporeWorm = true
|
||||
},
|
||||
@@ -4832,7 +4864,7 @@
|
||||
allowed() {
|
||||
return tech.isSporeWorm || tech.isWormShot
|
||||
},
|
||||
requires: "worms",
|
||||
requires: "spore gun, worms",
|
||||
effect() {
|
||||
tech.wormSurviveDmg = true
|
||||
},
|
||||
@@ -4851,7 +4883,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones", false) || tech.isForeverDrones
|
||||
},
|
||||
requires: "drone gun or fault tolerance",
|
||||
requires: "drones, fault tolerance",
|
||||
effect() {
|
||||
const num = 8
|
||||
tech.isForeverDrones += num
|
||||
@@ -4937,7 +4969,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones")
|
||||
},
|
||||
requires: "drone gun",
|
||||
requires: "drones",
|
||||
effect() {
|
||||
tech.isDroneRespawn = true
|
||||
},
|
||||
@@ -4956,7 +4988,7 @@
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))) && !tech.isDroneRadioactive && !tech.isIncendiary
|
||||
},
|
||||
requires: "drone gun, molecular assembler, not irradiated drones, incendiary",
|
||||
requires: "drones, molecular assembler, not irradiated drones, incendiary",
|
||||
effect() {
|
||||
tech.isDroneTeleport = true
|
||||
},
|
||||
@@ -4975,7 +5007,7 @@
|
||||
allowed() {
|
||||
return tech.isDroneTeleport
|
||||
},
|
||||
requires: "brushless motor",
|
||||
requires: "drones, brushless motor",
|
||||
effect() {
|
||||
tech.isDroneFastLook = true
|
||||
},
|
||||
@@ -5030,7 +5062,7 @@
|
||||
allowed() {
|
||||
return tech.isDroneRadioactive
|
||||
},
|
||||
requires: "irradiated drones",
|
||||
requires: "drones irradiated drones",
|
||||
effect() {
|
||||
tech.droneRadioDamage = 2
|
||||
},
|
||||
@@ -5050,7 +5082,7 @@
|
||||
allowed() {
|
||||
return tech.isDroneRadioactive
|
||||
},
|
||||
requires: "irradiated drones",
|
||||
requires: "drones, irradiated drones",
|
||||
effect() {
|
||||
tech.isFastDrones = true
|
||||
},
|
||||
@@ -5147,7 +5179,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("foam")
|
||||
},
|
||||
requires: "foam gun",
|
||||
requires: "foam",
|
||||
effect() {
|
||||
tech.foamFutureFire++
|
||||
},
|
||||
@@ -5166,7 +5198,7 @@
|
||||
allowed() {
|
||||
return tech.haveGunCheck("foam")
|
||||
},
|
||||
requires: "foam gun",
|
||||
requires: "foam",
|
||||
effect() {
|
||||
tech.isAmmoFoamSize = true
|
||||
},
|
||||
@@ -5185,7 +5217,7 @@
|
||||
isBot: true,
|
||||
isBotTech: true,
|
||||
isNonRefundable: true,
|
||||
requires: "NOT EXPERIMENT MODE, foam gun, no other bot upgrades",
|
||||
requires: "foam gun, not bot upgrades NOT EXPERIMENT MODE,",
|
||||
allowed() {
|
||||
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade()
|
||||
},
|
||||
@@ -5533,7 +5565,7 @@
|
||||
allowed() {
|
||||
return tech.isWideLaser
|
||||
},
|
||||
requires: "diffuse beam",
|
||||
requires: "laser gun, diffuse beam",
|
||||
effect() {
|
||||
tech.wideLaser += 2
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
@@ -5618,7 +5650,7 @@
|
||||
allowed() {
|
||||
return tech.isPulseLaser && !tech.beamSplitter
|
||||
},
|
||||
requires: "pulse, not diffraction grating",
|
||||
requires: "laser gun, pulse, not diffraction grating",
|
||||
effect() {
|
||||
tech.isPulseAim = true;
|
||||
},
|
||||
@@ -6315,7 +6347,7 @@
|
||||
},
|
||||
{
|
||||
name: "timelike",
|
||||
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
|
||||
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you immune to <strong class='color-harm'>harm</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6327,11 +6359,9 @@
|
||||
requires: "time dilation, not retrocausality",
|
||||
effect() {
|
||||
tech.isTimeSkip = true;
|
||||
b.setFireCD();
|
||||
},
|
||||
remove() {
|
||||
tech.isTimeSkip = false;
|
||||
b.setFireCD();
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -6980,6 +7010,72 @@
|
||||
// },
|
||||
// remove() {}
|
||||
// },
|
||||
{
|
||||
name: "palantír",
|
||||
description: `see far away lands`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isNonRefundable: true,
|
||||
isExperimentHide: true,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.look = () => {
|
||||
//always on mouse look
|
||||
m.angle = Math.atan2(
|
||||
simulation.mouseInGame.y - m.pos.y,
|
||||
simulation.mouseInGame.x - m.pos.x
|
||||
);
|
||||
//smoothed mouse look translations
|
||||
const scale = 2;
|
||||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||||
m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
|
||||
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
if (this.count) m.look = m.lookDefault
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "motion sickness",
|
||||
description: `disable camera smoothing`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isNonRefundable: true,
|
||||
isExperimentHide: true,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.look = () => {
|
||||
//always on mouse look
|
||||
m.angle = Math.atan2(
|
||||
simulation.mouseInGame.y - m.pos.y,
|
||||
simulation.mouseInGame.x - m.pos.x
|
||||
);
|
||||
//smoothed mouse look translations
|
||||
const scale = 1.2;
|
||||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||||
m.transX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||||
m.transY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||||
// m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
|
||||
// m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
if (this.count) m.look = m.lookDefault
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "planetesimals",
|
||||
description: `play <strong>planetesimals</strong><br><em>(an annoying asteroids game with Newtonian physics)</em><br>clearing a <strong>level</strong> in <strong>planetesimals</strong> spawns a <strong class='color-m'>tech</strong> in <strong>n-gon</strong><br>but, if you <strong style="color:red;">die</strong> in <strong>planetesimals</strong> you <strong style="color:red;">die</strong> in <strong>n-gon</strong>`,
|
||||
|
||||
21
todo.txt
21
todo.txt
@@ -1,23 +1,18 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
block throwing and mines when crouched now have trajectory prediction, like grenades
|
||||
tech: applied science - gives a random gun tech and a research for each gun in your inventory
|
||||
|
||||
all bot upgrades are about 20% better
|
||||
Ψ(t) collapse gives 16->21 research
|
||||
spores and drones have up to 20% shorter life span when the number of active bullets is high
|
||||
JUNK tech - motion sickness - disable camera smoothing
|
||||
JUNK tech - palantír - see far away
|
||||
|
||||
1st ionization energy gives 7 -> 8 max energy per heal
|
||||
permittivity renamed weak interaction
|
||||
weak interaction gives 4 -> 5 max energy per unused power up
|
||||
transceiver renamed electroweak interaction
|
||||
fixed about 70 different requirement text situations
|
||||
foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
|
||||
this gives some options for late game bot scaling
|
||||
|
||||
timelike now allows some energy regen while immune to harm in double time
|
||||
Tokamak now overrides the trajectory throw graphics with its own
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
need a mine tech that mines there be fewer mines
|
||||
disables booby trap
|
||||
makes mines do more damage
|
||||
|
||||
tech: after bullets hit a mob, the mob takes 1% more damage
|
||||
this.damageReduction *= 1.01
|
||||
|
||||
|
||||
Reference in New Issue
Block a user