reservoir

new map reservoir - still in development, but putting it out for feedback

tech: optical amplifier - get 3 random laser tech, but you can't turn off your laser until you run out of energy

slow light - lasers are slightly closer together at higher stacks of this tech
research power ups no longer log to the "in game console" to prevent spam
dynamo-bots give 6->7 more energy (upgraded 20->23)
some Boss invulnerability times are very slightly shorter
music tech now links to actual n-gon music
  https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn
This commit is contained in:
landgreen
2022-01-10 20:59:44 -08:00
parent fb13826adb
commit 514b72c76d
7 changed files with 383 additions and 87 deletions

View File

@@ -3617,7 +3617,7 @@ const b = {
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) {
m.energy += 0.1
m.energy += 0.115
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -3626,7 +3626,7 @@ const b = {
time: simulation.drawTime
});
} else {
m.energy += 0.03
m.energy += 0.035
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -6374,10 +6374,20 @@ const b = {
ammoPack: Infinity,
have: false,
charge: 0,
isStuckOn: false,
do() {},
fire() {},
chooseFireMethod() {
this.do = () => {};
this.do = () => {
if (tech.isStuckOn) {
if (this.isStuckOn) {
if (!input.fire) this.fire();
if (m.energy < tech.laserFieldDrain * tech.isLaserDiode) this.isStuckOn = false
} else if (input.fire) {
this.isStuckOn = true
}
}
};
if (tech.isPulseLaser) {
this.fire = () => {
const drain = 0.01 * tech.isLaserDiode * (tech.isCapacitor ? 10 : 1)
@@ -6455,7 +6465,6 @@ const b = {
} else {
this.fire = this.fireLaser
}
// this.fire = this.firePhoton
},
// firePhoton() {
@@ -6569,7 +6578,7 @@ const b = {
m.fireCDcycle = m.cycle
m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
const dmg = 0.4 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
const spacing = Math.ceil(5.2 - 0.2 * tech.historyLaser)
const spacing = Math.ceil(5.2 - 0.4 * tech.historyLaser)
ctx.beginPath();
b.laser({
x: m.pos.x + 20 * Math.cos(m.angle),