finalBoss black hole phase:

makes 100% more bullets
  grows and shrinks smoothly near start and end of phase
  does 20% more damage to player

historyBoss has a "fun" graphical effect
acetone peroxide has 50 -> 40% less explosion defense

bug fix: timeSkip graphic glitch
  there is a chance to cause other bugs with timeSkip effects
This commit is contained in:
landgreen
2022-08-07 08:24:54 -07:00
parent b8e7bf7d3d
commit 50dcc0c9dc
6 changed files with 137 additions and 47 deletions

View File

@@ -562,6 +562,38 @@ const simulation = {
}
}, len * swapPeriod);
},
// warp(translation = 5, skew = 0.05, scale = 0.05) {
// if (simulation.cycle % 2) { //have to alternate frames or else successive rumbles over write the effects of the previous rumble
// requestAnimationFrame(() => { ctx.setTransform(1, 0, 0, 1, 0, 0); }) //reset
// requestAnimationFrame(() => {
// if (!simulation.paused && m.alive) {
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
// }
// })
//reset
// ctx.transform(1, 0, 0, 1, 0, 0); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
// }
// const loop = () => {
// if (!simulation.paused && m.alive) {
// ctx.save();
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
// requestAnimationFrame(() => { ctx.restore(); })
// }
// }
// requestAnimationFrame(loop);
// function loop() {
// if (!simulation.paused && m.alive) {
// ctx.save();
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
// requestAnimationFrame(() => { ctx.restore(); })
// }
// requestAnimationFrame(loop);
// }
// requestAnimationFrame(loop);
// },
wipe() {}, //set in simulation.startGame
gravity() {
function addGravity(bodies, magnitude) {
@@ -699,6 +731,10 @@ const simulation = {
document.getElementById("pause-grid-left").style.opacity = "1"
ctx.globalCompositeOperation = "source-over"
ctx.shadowBlur = 0;
requestAnimationFrame(() => {
ctx.setTransform(1, 0, 0, 1, 0, 0); //reset warp effect
ctx.setLineDash([]) //reset stroke dash effect
})
// ctx.shadowColor = '#000';
if (!m.isShipMode) {
m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
@@ -830,6 +866,7 @@ const simulation = {
},
clearNow: false,
clearMap() {
ctx.setTransform(1, 0, 0, 1, 0, 0);
if (m.alive) {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun