frequency doubling
some tech is now only 50% likely to show up I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency reset on experiment menu should now clear power ups and bullets fixed bug with no heals
This commit is contained in:
@@ -428,7 +428,10 @@ const build = {
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}
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},
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reset() {
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simulation.startGame(true); //starts game, but pauses it
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build.isExperimentSelection = true;
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simulation.paused = true;
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m.setField(0)
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b.inventory = []; //removes guns and ammo
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@@ -522,9 +525,6 @@ function openExperimentMenu() {
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document.body.style.overflowY = "scroll";
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document.body.style.overflowX = "hidden";
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document.getElementById("info").style.display = 'none'
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simulation.startGame(true); //starts game, but pauses it
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build.isExperimentSelection = true;
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simulation.paused = true;
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build.reset();
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}
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@@ -1102,8 +1102,8 @@ const level = {
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// simulation.difficulty = 30
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// spawn.starter(1900, -500, 200) //big boy
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spawn.exploder(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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spawn.pulsar(1900, -500)
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spawn.pulsarBoss(1900, -500)
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// spawn.historyBoss(1900, -500)
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// spawn.ghoster(2900, -500)
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// spawn.launcherBoss(1200, -500)
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@@ -680,7 +680,6 @@ const powerUps = {
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if (
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(!tech.isSuperDeterminism || (target === 'tech' || target === 'heal' || target === 'ammo')) &&
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!(tech.isEnergyNoAmmo && target === 'ammo') &&
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!(tech.isNoHeals || target === 'heal') &&
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(!simulation.isNoPowerUps || (target === 'research' || target === 'heal' || target === 'ammo'))
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) {
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powerUps.directSpawn(x, y, target, moving, mode, size)
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@@ -496,6 +496,7 @@ const simulation = {
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fpsInterval: 0, //set in startGame
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then: null,
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startGame(isBuildRun = false) {
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simulation.clearMap()
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if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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10
js/spawn.js
10
js/spawn.js
@@ -1486,6 +1486,7 @@ const spawn = {
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me.radius *= 1.5
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me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
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me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
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me.homePosition = { x: x, y: y };
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me.fireCycle = 0
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me.fireTarget = { x: 0, y: 0 }
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me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3)
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@@ -1575,6 +1576,10 @@ const spawn = {
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}
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}
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}
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//gently return to starting location
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const sub = Vector.sub(this.homePosition, this.position)
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const dist = Vector.magnitude(sub)
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if (dist > 250) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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}
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};
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},
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@@ -1586,6 +1591,7 @@ const spawn = {
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me.radius *= 2
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me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
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me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
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me.homePosition = { x: x, y: y };
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Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
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me.fireCycle = Infinity
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me.fireTarget = { x: 0, y: 0 }
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@@ -1691,6 +1697,10 @@ const spawn = {
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this.fireCycle = 0
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}
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}
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//gently return to starting location
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const sub = Vector.sub(this.homePosition, this.position)
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const dist = Vector.magnitude(sub)
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if (dist > 350) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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}
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};
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},
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492
js/tech.js
492
js/tech.js
File diff suppressed because it is too large
Load Diff
13
todo.txt
13
todo.txt
@@ -1,9 +1,11 @@
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******************************************************** NEXT PATCH ********************************************************
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tech requirement info UI updated in experiment mode
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some tech is now only 50% likely to show up
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I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency
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tech: ergodicity - remove heal power ups and heal tech, reduce difficulty by 2 levels
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reset on experiment menu should now clear power ups and bullets
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fixed bug with no heals
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******************************************************** BUGS ********************************************************
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@@ -36,10 +38,9 @@ fix door.isOpen actually meaning isClosed?
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******************************************************** TODO ********************************************************
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reset on experiment menu should clear power ups and bullets
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give pulsars attraction if with in distance range
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tech - gain all the tech you didn't take on the last selection menu
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normally 2, but synergy with cardinality - 4, and 0 with determinism
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frequency to 1
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should blocks block mob vision?
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mobs will attack player in the starting room though...
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