constraints and gel hair
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
This commit is contained in:
123
js/simulation.js
123
js/simulation.js
@@ -419,15 +419,6 @@ const simulation = {
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simulation.boldActiveGunHUD();
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},
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updateTechHUD() {
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// tech.tech.sort((a, b) => {
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// console.log(a.cycle, b.cycle)
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// if (a.cycle === undefined && b.cycle !== undefined) return -1;
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// if (a.cycle !== undefined && b.cycle === undefined) return 1;
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// if (a.cycle === undefined && b.cycle === undefined) return 0;
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// if (a.cycle !== b.cycle) return a.cycle - b.cycle;
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// });
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let text = ""
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for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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if (tech.tech[i].isLost) {
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@@ -436,21 +427,55 @@ const simulation = {
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} else if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += tech.tech[i].name
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// if (tech.tech[i].nameInfo) {
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// text += tech.tech[i].nameInfo
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// tech.tech[i].addNameInfo();
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// }
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if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
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}
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}
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document.getElementById("tech").innerHTML = text
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document.getElementById("right-HUD").innerHTML = text
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// let text = ""
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// if (simulation.difficultyMode > 2 && level.constraintDescription1) {
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// text += `<span class='constraint'>${level.constraintDescription1}</span>`
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// // text += `${level.constraintDescription1}`
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// }
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// if (simulation.difficultyMode > 4 && level.constraintDescription2) {
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// text += `<br><span class='constraint'>${level.constraintDescription2}</span>`
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// }
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// for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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// if (tech.tech[i].isLost) {
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// if (text) text += "<br>" //add a new line, but not on the first line
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// text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
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// } else if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) {
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// if (text) text += "<br>" //add a new line, but not on the first line
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// text += tech.tech[i].name
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// if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
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// }
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// }
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// document.getElementById("right-HUD").innerHTML = text
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// let constraints = ""
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// if (simulation.difficultyMode > 2 && level.constraintDescription1) {
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// constraints += `<span class='constraint' style="opacity: 0.35;">${level.constraintDescription1}</span>`
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// // text += `${level.constraintDescription1}`
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// }
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// if (simulation.difficultyMode > 4 && level.constraintDescription2) {
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// constraints += `<br><span class='constraint' style="opacity: 0.35;">${level.constraintDescription2}</span>`
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// }
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// let text = ""
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// for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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// if (tech.tech[i].isLost) {
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// if (text) text += "<br>" //add a new line, but not on the first line
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// text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
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// } else if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) {
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// if (text) text += "<br>" //add a new line, but not on the first line
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// text += tech.tech[i].name
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// if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
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// }
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// }
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// document.getElementById("right-HUD").innerHTML = constraints + `<div class="right-HUD-tech">` + text + `</div>`
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},
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lastLogTime: 0,
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isTextLogOpen: true,
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// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
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// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
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// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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inGameConsole(text, time = 240) {
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if (!localSettings.isHideHUD && simulation.isTextLogOpen && !build.isExperimentSelection) {
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if (simulation.lastLogTime > m.cycle) { //if there is an older message
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@@ -757,11 +782,11 @@ const simulation = {
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document.getElementById("health").style.display = "inline"
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document.getElementById("health-bg").style.display = "inline";
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if (!localSettings.isHideHUD) {
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document.getElementById("tech").style.display = "inline"
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document.getElementById("right-HUD").style.display = "inline"
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document.getElementById("defense-bar").style.display = "inline"
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document.getElementById("damage-bar").style.display = "inline"
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} else {
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document.getElementById("tech").style.display = "none"
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document.getElementById("right-HUD").style.display = "none"
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document.getElementById("defense-bar").style.display = "none"
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document.getElementById("damage-bar").style.display = "none"
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}
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@@ -787,10 +812,11 @@ const simulation = {
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} else {
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Composite.add(engine.world, [player])
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}
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shuffle(level.constraint)
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level.populateLevels()
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input.endKeySensing();
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simulation.ephemera = []
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powerUps.powerUpStorage = []
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tech.setupAllTech(); //sets tech to default values
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b.resetAllGuns();
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tech.duplication = 0;
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@@ -843,6 +869,7 @@ const simulation = {
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level.onLevel = 0;
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level.levelsCleared = 0;
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level.updateDifficulty()
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// level.setConstraints()
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simulation.clearNow = true;
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document.getElementById("text-log").style.display = "none"
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@@ -948,7 +975,7 @@ const simulation = {
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},
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})
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const before = { x: player.position.x, y: player.position.y, }
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let posXClamped = Math.min(Math.max(level.fallModeBounds.left, player.position.x), level.fallModeBounds.right)
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const posXClamped = Math.min(Math.max(level.fallModeBounds.left, player.position.x), level.fallModeBounds.right)
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Matter.Body.setPosition(player, { x: posXClamped, y: level.enter.y - 4000 });
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// translate camera smoothly to preserve illusion to endless fall
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@@ -1042,7 +1069,6 @@ const simulation = {
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},
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})
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}
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if (tech.isZeno) {
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if (tech.isEnergyHealth) {
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m.energy *= 0.95
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@@ -1054,28 +1080,41 @@ const simulation = {
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}
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if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
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fallCheck = function (who, save = false) {
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let i = who.length;
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while (i--) {
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if (who[i].position.y > simulation.fallHeight) {
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if (save) {
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Matter.Body.setVelocity(who[i], { x: 0, y: 0 });
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Matter.Body.setPosition(who[i], {
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x: level.exit.x + 30 * (Math.random() - 0.5),
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y: level.exit.y + 30 * (Math.random() - 0.5)
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});
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} else {
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Matter.Composite.remove(engine.world, who[i]);
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who.splice(i, 1);
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}
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let i = body.length;
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while (i--) {
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if (body[i].position.y > simulation.fallHeight) {
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Matter.Composite.remove(engine.world, body[i]);
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body.splice(i, 1);
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}
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}
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i = powerUp.length
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while (i--) {
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if (powerUp[i].position.y > simulation.fallHeight) {
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Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 });
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if (level.fallMode === "position") {
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const posXClamped = Math.min(Math.max(level.fallModeBounds.left, powerUp[i].position.x), level.fallModeBounds.right)
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Matter.Body.setPosition(powerUp[i], { x: posXClamped, y: level.enter.y - 3000 });
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} else {
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Matter.Body.setPosition(powerUp[i], {
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x: level.exit.x + 30 * (Math.random() - 0.5),
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y: level.exit.y + 30 * (Math.random() - 0.5)
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});
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}
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}
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};
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fallCheck(body);
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fallCheck(powerUp, true);
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let i = mob.length;
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}
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i = mob.length;
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while (i--) {
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if (mob[i].position.y > simulation.fallHeight) mob[i].death();
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if (mob[i].position.y > simulation.fallHeight) {
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if (mob[i].isBoss && level.fallMode === "position") {
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Matter.Body.setVelocity(mob[i], { x: 0, y: 0 });
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const posXClamped = Math.min(Math.max(level.fallModeBounds.left, mob[i].position.x), level.fallModeBounds.right)
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Matter.Body.setPosition(mob[i], { x: posXClamped, y: level.enter.y - 3000 });
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} else {
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mob[i].death();
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}
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}
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}
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}
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Reference in New Issue
Block a user