diff --git a/js/bullet.js b/js/bullet.js
index ba731dd..c0198b1 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -168,11 +168,9 @@ const b = {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech && tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable && !tech.tech[i].isRemoveGun) {
const remove = tech.removeTech(i)
- // console.log(remove, tech.tech[i].count, tech.tech[i].name)
gunTechCount += remove
}
}
- // console.log(gunTechCount)
//get a random gun tech for your gun
for (let i = 0; i < gunTechCount; i++) {
@@ -353,7 +351,7 @@ const b = {
radius *= tech.explosiveRadius
let dist, sub, knock;
- let dmg = radius * 0.019 * (tech.isExplosionStun ? 0.7 : 1); //* 0.013 * (tech.isExplosionStun ? 0.7 : 1);
+ let dmg = radius * 0.019
if (tech.isExplosionHarm) radius *= 1.7 // 1/sqrt(2) radius -> area
if (tech.isSmallExplosion) {
// color = "rgba(255,0,30,0.7)"
@@ -393,7 +391,7 @@ const b = {
if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
- if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
+ if (tech.isStun) mobs.statusStun(mob[i], 30)
mob[i].locatePlayer();
damageScale *= 0.87 //reduced damage for each additional explosion target
}
@@ -429,7 +427,6 @@ const b = {
// const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
m.energy -= 0.12
// m.damage(0.01 * harm); //remove 99% of the damage 1-0.99
- // console.log(Math.max(0, Math.min(0.15 - 0.01 * player.speed, 0.15)))
knock = Vector.mult(Vector.normalise(sub), -0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)));
player.force.x = knock.x; // not += so crazy forces can't build up with MIRV
player.force.y = knock.y - 0.3; //some extra vertical kick
@@ -502,8 +499,8 @@ const b = {
mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.003 : 0.01));
- if (tech.isExplosionStun) {
- mobs.statusStun(mob[i], 120)
+ if (tech.isStun) {
+ mobs.statusStun(mob[i], 30)
} else if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
@@ -513,8 +510,8 @@ const b = {
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0 : 0.006));
- if (tech.isExplosionStun) {
- mobs.statusStun(mob[i], 60)
+ if (tech.isStun) {
+ mobs.statusStun(mob[i], 30)
} else if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
@@ -2463,7 +2460,7 @@ const b = {
ctx.globalAlpha = 1;
}
},
- AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
+ AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isShielded && !mob[i].shield && !mob[i].isBadTarget) {
if (Vector.magnitude(Vector.sub(where, mob[i].position)) - mob[i].radius < range) mobs.statusStun(mob[i], cycles)
@@ -2509,7 +2506,7 @@ const b = {
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
- if (tech.isExplosionStun) b.AoEStunEffect(this.position, 1300);
+ if (tech.isStun) b.AoEStunEffect(this.position, 1300); //AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
this.do = this.laserSpin
if (this.angularSpeed < 0.5) this.torque += this.inertia * this.torqueMagnitude * 200 //spin
this.endCycle = simulation.cycle + 360 + 120
@@ -2644,7 +2641,7 @@ const b = {
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
- if (tech.isExplosionStun) b.AoEStunEffect(this.position, 700 + mob[i].radius + random);
+ if (tech.isStun) b.AoEStunEffect(this.position, 700 + mob[i].radius + random); //AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
if (tech.isMineSentry) {
this.lookFrequency = 8 + Math.floor(3 * Math.random())
this.endCycle = simulation.cycle + 1020
@@ -2691,7 +2688,7 @@ const b = {
// angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
- thrust: (tech.isFastSpores ? 0.0012 : 0.00055) * (1 + 0.5 * (Math.random() - 0.5)),
+ thrust: (tech.isSporeFollow ? 0.0012 : 0.00055) * (1 + 0.5 * (Math.random() - 0.5)),
wormSize: wormSize,
wormTail: 1 + Math.max(4, Math.min(wormSize - 2 * tech.wormSize, 30)),
dmg: (tech.isMutualism ? 7 : 2.9) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
@@ -2809,7 +2806,7 @@ const b = {
angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
- thrust: (tech.isFastSpores ? 0.0011 : 0.0005) * (1 + 0.3 * (Math.random() - 0.5)),
+ thrust: (tech.isSporeFollow ? 0.0011 : 0.0005) * (1 + 0.3 * (Math.random() - 0.5)),
dmg: tech.isMutualism ? 16.8 : 7, //bonus damage from tech.isMutualism
lookFrequency: 100 + Math.floor(117 * Math.random()),
classType: "bullet",
@@ -2901,8 +2898,17 @@ const b = {
// this.force.y += this.mass * 0.0001; //gravity
// }
+ // if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
+ // this.nextPortCycle = simulation.cycle + this.portFrequency
+ // const range = 50 * Math.random()
+ // Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
+ // }
},
});
+ // if (tech.isBulletTeleport) {
+ // bullet[bIndex].portFrequency = 10 + Math.floor(5 * Math.random())
+ // bullet[bIndex].nextPortCycle = simulation.cycle + bullet[bIndex].portFrequency
+ // }
const SPEED = 4 + 8 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
@@ -2941,12 +2947,12 @@ const b = {
minDmgSpeed: 0,
lockedOn: null,
beforeDmg(who) {
- mobs.statusSlow(who, 180)
- this.endCycle = simulation.cycle
- // if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
setTimeout(() => { if (!who.alive) m.energy += tech.iceEnergy * 0.8 }, 10);
}
+ mobs.statusSlow(who, 180)
+ this.endCycle = simulation.cycle
+ // if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
},
onEnd() {},
do() {
@@ -3816,6 +3822,38 @@ const b = {
}
}
},
+ crit(mob, bullet) {
+ if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.99 - 4 / mob.radius) {
+ let cycle = () => { //makes this run after damage
+ if (mob.health < 0.5 && mob.damageReduction > 0 && mob.alive) {
+ const color = 'rgb(255,255,255)'
+ simulation.drawList.push({
+ x: mob.position.x,
+ y: mob.position.y,
+ radius: mob.radius * 1.2,
+ color: color, //"rgba(0,0,0,0.6)",
+ time: 8
+ });
+ simulation.drawList.push({
+ x: mob.position.x,
+ y: mob.position.y,
+ radius: mob.radius * 0.75,
+ color: color, //"rgba(0,0,0,0.85)",
+ time: 15
+ });
+ simulation.drawList.push({
+ x: mob.position.x,
+ y: mob.position.y,
+ radius: mob.radius * 0.4,
+ color: color, //"rgb(0,0,0)",
+ time: 20
+ });
+ mob.death();
+ }
+ }
+ requestAnimationFrame(cycle);
+ }
+ },
nail(pos, velocity, dmg = 1) {
dmg *= tech.bulletSize
const me = bullet.length;
@@ -3826,11 +3864,10 @@ const b = {
bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
- if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
- }
- if (true && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.targetedNail(this.position, 1, 39 + 6 * Math.random())
+ if (tech.isNailCrit) {
+ if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
+ b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
+ }
}
};
bullet[me].do = function() {};
@@ -3861,9 +3898,12 @@ const b = {
}
}
if (!immune) {
- if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.explosion(this.position, 220 * tech.bulletSize + 50 * Math.random()); //makes bullet do explosive damage at end
- }
+ if (tech.isNailCrit) {
+ if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
+ b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
+ }
+ } else if (tech.isCritKill) b.crit(who, this)
+
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = this.dmg * tech.bulletSize * m.dmgScale
if (tech.isNailRadiation) {
@@ -3916,9 +3956,12 @@ const b = {
}
}
if (!immune) {
- if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.explosion(this.position, 220 * tech.bulletSize + 50 * Math.random()); //makes bullet do explosive damage at end
- }
+ if (tech.isNailCrit) {
+ if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
+ b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
+ }
+ } else if (tech.isCritKill) b.crit(who, this)
+
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = this.dmg * tech.bulletSize * m.dmgScale
if (tech.isNailRadiation) {
@@ -5060,9 +5103,11 @@ const b = {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
- if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
- }
+ if (tech.isNailCrit) {
+ if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
+ b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
+ }
+ } else if (tech.isCritKill) b.crit(who, this)
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (this.speed > 4 && tech.fragments) {
b.targetedNail(this.position, 1.25 * tech.fragments * tech.bulletSize)
@@ -5131,9 +5176,12 @@ const b = {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
- if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
- }
+ if (tech.isNailCrit) {
+ if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
+ b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
+ }
+ } else if (tech.isCritKill) b.crit(who, this)
+
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (this.speed > 4 && tech.fragments) {
b.targetedNail(this.position, 1.25 * tech.fragments * tech.bulletSize)
@@ -5203,14 +5251,16 @@ const b = {
bullet[bullet.length - 1].beforeDmg = function(who) {
mobs.statusSlow(who, 60)
if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
- if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
- b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
+ if (tech.isNailCrit) {
+ if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
+ b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
+ }
}
};
if (m.energy < 0.01) {
m.fireCDcycle = m.cycle + 60; // cool down
} else {
- m.energy -= m.fieldRegen + 0.008
+ m.energy -= 0.01
}
}
},
@@ -5289,12 +5339,13 @@ const b = {
}
}
};
- if (tech.fragments) {
- bullet[me].beforeDmg = function() {
- if (this.speed > 4) {
+ bullet[me].beforeDmg = function(who) {
+ if (this.speed > 4) {
+ if (tech.fragments) {
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
+ if (tech.isCritKill) b.crit(who, this)
}
}
} else if (tech.isIncendiary) {
@@ -6043,7 +6094,7 @@ const b = {
bullet[me].maxRadius = 30;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
- bullet[me].totalSpores = 8 + 2 * tech.isFastSpores + 2 * tech.isSporeFreeze * (tech.isSporeWorm ? 0.5 : 1)
+ bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze * (tech.isSporeWorm ? 0.5 : 1)
bullet[me].stuck = function() {};
bullet[me].beforeDmg = function() {};
bullet[me].do = function() {
@@ -6152,6 +6203,7 @@ const b = {
} else {
for (let i = 0; i < this.totalSpores; i++) b.spore(this.position)
}
+ if (tech.isStun) b.AoEStunEffect(this.position, 600, 270 + 120 * Math.random()); //AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
}
}
}, {
@@ -6392,7 +6444,6 @@ const b = {
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
- // console.log(dot, 0.95 - Math.min(dist * 0.00015, 0.3))
if (dot > 0.95 - Math.min(dist * 0.00015, 0.3)) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
// if (this.ammo > -1) {
// this.ammo--
diff --git a/js/index.js b/js/index.js
index 895810a..76e4124 100644
--- a/js/index.js
+++ b/js/index.js
@@ -242,11 +242,13 @@ const build = {
`
text += `
damage: ${((tech.damageFromTech())).toPrecision(3)} difficulty: ${((m.dmgScale)).toPrecision(3)}
-
defense: ${(1-m.harmReduction()).toPrecision(3)} difficulty: ${(simulation.dmgScale).toPrecision(3)}
+
defense: ${(1-m.harmReduction()).toPrecision(3)} difficulty: ${(1/simulation.dmgScale).toPrecision(3)}
fire rate: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
duplication: ${(tech.duplicationChance()*100).toFixed(0)}%
${botText}
-
health: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) energy: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
+
+
health: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)})
+
energy: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
gun: ${b.activeGun === null || b.activeGun === undefined ? "undefined":b.guns[b.activeGun].name} ammo: ${b.activeGun === null || b.activeGun === undefined ? "0":b.guns[b.activeGun].ammo}
tech: ${tech.totalCount} research: ${powerUps.research.count}
diff --git a/js/level.js b/js/level.js
index b6238a5..4a78987 100644
--- a/js/level.js
+++ b/js/level.js
@@ -7,9 +7,9 @@ const level = {
defaultZoom: 1400,
onLevel: -1,
levelsCleared: 0,
+ // playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
//see level.populateLevels: (intro, ... , reservoir, reactor, ... , gauntlet, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion"],
- // playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
levels: [],
@@ -20,12 +20,13 @@ const level = {
// m.setField("time dilation")
// b.giveGuns("nail gun")
// b.giveGuns("mine")
- // tech.giveTech("laser-mines")
- // tech.giveTech("free-electron laser")
- // tech.giveTech("energy conservation")
- // tech.giveTech("6s half-life")
- // for (let i = 0; i < 10; i++) tech.giveTech("replication")
- // tech.giveTech("eternalism")
+ // tech.giveTech("needle gun")
+ // tech.giveTech("stress concentration")
+ // for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
+ // tech.giveTech("rivet gun")
+ // tech.giveTech("needle ice")
+ // tech.giveTech("flash freeze")
+ // tech.giveTech("superfluidity")
// m.maxHealth = 100
// m.health = m.maxHealth
// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
@@ -36,12 +37,14 @@ const level = {
// powerUps.research.changeRerolls(100000)
// tech.tech[297].frequency = 100
// m.immuneCycle = Infinity //you can't take damage
- // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
+ // level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.perplex();
// spawn.cellBossCulture(1900, -500)
// level.testing(); //not in rotation, used for testing
- // spawn.starter(1900, -500)
+ // spawn.starter(1900, -500, 300)
+ // for (let i = 0; i < 50; ++i) spawn.starter(1900, -500)
+ // spawn.powerUpBoss(1900, -500)
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -1327,10 +1330,10 @@ const level = {
if (this.height > 0 && Matter.Query.region([player], this).length) {
if (m.immuneCycle < m.cycle) {
- const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
+ const DRAIN = 0.0022 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
if (m.energy > DRAIN) {
m.energy -= DRAIN
- m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
+ // m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
} else {
m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1))
}
@@ -8849,7 +8852,7 @@ const level = {
} else {
tech.addJunkTechToPool(0.49)
}
- // spawn.randomLevelBoss(x, y, ["historyBoss"]);
+ spawn.randomLevelBoss(x, y, ["historyBoss"]);
}
}
diff --git a/js/mob.js b/js/mob.js
index 0d3a501..dad0ff7 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -59,9 +59,32 @@ const mobs = {
}
function applySlow(whom) {
- if (!whom.shield && !whom.isShielded && who.alive) {
- if (tech.isIceMaxHealthLoss && who.health > 0.66 && who.damageReduction > 0) who.health = 0.66
- if (tech.isIceKill && who.health < 0.33 && who.damageReduction > 0) who.death();
+ if (!whom.shield && !whom.isShielded && whom.alive) {
+ if (tech.isIceMaxHealthLoss && whom.health > 0.65 && whom.damageReduction > 0) whom.health = 0.66
+ if (tech.isIceKill && whom.health < 0.34 && whom.damageReduction > 0 && whom.alive) {
+ simulation.drawList.push({
+ x: whom.position.x,
+ y: whom.position.y,
+ radius: whom.radius * 1.2,
+ color: "rgb(0,100,255)",
+ time: 8
+ });
+ simulation.drawList.push({
+ x: whom.position.x,
+ y: whom.position.y,
+ radius: whom.radius * 0.7,
+ color: "rgb(0,100,255)",
+ time: 12
+ });
+ simulation.drawList.push({
+ x: whom.position.x,
+ y: whom.position.y,
+ radius: whom.radius * 0.4,
+ color: "rgb(0,100,255)",
+ time: 16
+ });
+ whom.death();
+ }
if (whom.isBoss) cycles = Math.floor(cycles * 0.25)
let i = whom.status.length
while (i--) {
diff --git a/js/player.js b/js/player.js
index 5cc49ac..08bd892 100644
--- a/js/player.js
+++ b/js/player.js
@@ -858,7 +858,7 @@ const m = {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
- ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
+ ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
@@ -2622,7 +2622,7 @@ const m = {
} else {
m.fieldFire = true;
m.isBodiesAsleep = false;
- m.drain = 0.0025
+ m.drain = 0.002
m.hold = function() {
if (m.isHolding) {
m.wakeCheck();
diff --git a/js/simulation.js b/js/simulation.js
index 4ddf271..d73b16f 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -105,6 +105,7 @@ const simulation = {
simulation.isTimeSkipping = true;
for (let i = 0; i < cycles; i++) {
simulation.cycle++;
+ // m.walk_cycle += (m.flipLegs * m.Vx) * 0.5; //makes the legs look like they are moving fast (it's times 0.5 because when they move too fast it's a blur)
simulation.gravity();
Engine.update(engine, simulation.delta);
// level.custom();
diff --git a/js/spawn.js b/js/spawn.js
index f84383a..48e0fa4 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -47,13 +47,13 @@ const spawn = {
},
randomMob(x, y, chance = 1) {
if (spawn.spawnChance(chance) || chance === Infinity) {
- const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
- this[pick](x, y);
+ const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
+ spawn[pick](x, y);
}
if (tech.isMoreMobs || (tech.isDuplicateBoss && Math.random() < tech.duplicationChance())) {
- const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
- this[pick](x, y);
+ const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
+ spawn[pick](x, y);
}
},
randomSmallMob(x, y,
@@ -62,14 +62,14 @@ const spawn = {
chance = 1) {
if (spawn.spawnChance(chance)) {
for (let i = 0; i < num; ++i) {
- const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
- this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
+ const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
+ spawn[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
if (tech.isMoreMobs || (tech.isDuplicateBoss && Math.random() < tech.duplicationChance())) {
for (let i = 0; i < num; ++i) {
- const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
- this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
+ const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
+ spawn[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
},
@@ -3576,7 +3576,7 @@ const spawn = {
ctx.setLineDash([]);
}
},
- sprayBoss(x, y, radius = 30, isSpawnBossPowerUp = true) {
+ sprayBoss(x, y, radius = 35, isSpawnBossPowerUp = true) {
mobs.spawn(x, y, 16, radius, "rgb(255,255,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
@@ -3587,7 +3587,7 @@ const spawn = {
me.friction = 0;
me.frictionAir = 0;
me.restitution = 1
- spawn.spawnOrbitals(me, radius + 50 + 150 * Math.random(), 1)
+ spawn.spawnOrbitals(me, radius + 50 + 125 * Math.random(), 1)
Matter.Body.setDensity(me, 0.0022 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.09 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
@@ -3630,8 +3630,8 @@ const spawn = {
if (this.speed < 0.01) {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1));
} else {
- if (Math.abs(this.velocity.y) < 12) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
- if (Math.abs(this.velocity.x) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
+ if (Math.abs(this.velocity.y) < 11) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
+ if (Math.abs(this.velocity.x) < 8) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
}
}
me.burstFire = function() {
@@ -5188,12 +5188,12 @@ const spawn = {
me.eventHorizon = 0; //set in mob loop
me.frictionStatic = 0;
me.friction = 0;
- me.frictionAir = 0.004;
+ me.frictionAir = 0.005;
me.accelMag = 0.00008 + 0.00002 * simulation.accelScale
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random())
- Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
+ Matter.Body.setDensity(me, 0.0025); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.07 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
@@ -5217,10 +5217,14 @@ const spawn = {
this.attraction();
this.damageReduction = this.startingDamageReduction
this.isInvulnerable = false
- if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
- simulation.timePlayerSkip(5)
- simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
- }); //wrapping in animation frame prevents errors, probably
+ // if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
+ // simulation.timePlayerSkip(5)
+ // // simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
+ // }); //wrapping in animation frame prevents errors, probably
+ requestAnimationFrame(() => {
+ simulation.timePlayerSkip(1)
+ m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
+ }); //wrapping in animation frame prevents errors, probably
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
diff --git a/js/tech.js b/js/tech.js
index 07ef630..b174b70 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -868,7 +868,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.isOrbitBotUpgrade || tech.isExplosionStun
+ return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.isOrbitBotUpgrade || tech.isStun
},
requires: "a stun effect",
effect() {
@@ -1666,7 +1666,7 @@ const tech = {
},
{
name: "Pauli exclusion",
- description: `after mob collisions
become invulnerable for +2.5 seconds`,
+ description: `after mob collisions
become invulnerable for +3 seconds`,
maxCount: 9,
count: 0,
frequency: 1,
@@ -1674,7 +1674,7 @@ const tech = {
allowed() { return true },
requires: "",
effect() {
- tech.collisionImmuneCycles += 150;
+ tech.collisionImmuneCycles += 180;
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
},
remove() {
@@ -1683,7 +1683,7 @@ const tech = {
},
{
name: "spin–statistics theorem",
- description: `every 7 seconds
become invulnerable for 1.75 seconds`,
+ description: `every 7 seconds
become invulnerable for +1.75 seconds`,
maxCount: 3,
count: 0,
frequency: 1,
@@ -1888,96 +1888,6 @@ const tech = {
tech.relayIce = 0
}
},
- {
- name: "freezer burn",
- description: "mobs frozen while below 33% durability die",
- maxCount: 1,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
- },
- requires: "a freeze effect",
- effect() {
- tech.isIceKill = true
- },
- remove() {
- tech.isIceKill = false
- }
- },
- {
- name: "flash freeze",
- description: "mobs frozen while above 66% durability
have their durability reduced to 66%",
- maxCount: 1,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
- },
- requires: "a freeze effect",
- effect() {
- tech.isIceMaxHealthLoss = true
- },
- remove() {
- tech.isIceMaxHealthLoss = false
- }
- },
- {
- name: "crystallizer",
- description: "after frozen mobs die they
shatter into ice IX crystals",
- maxCount: 9,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return (tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
- },
- requires: "a localized freeze effect, no other mob death tech",
- effect() {
- tech.iceIXOnDeath++
- },
- remove() {
- tech.iceIXOnDeath = 0
- }
- },
- {
- name: "thermoelectric effect",
- description: "killing mobs with ice IX
generates 100 energy",
- maxCount: 9,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.blockingIce || tech.iceIXOnDeath || tech.isIceShot
- },
- requires: "ice IX",
- effect() {
- tech.iceEnergy++
- },
- remove() {
- tech.iceEnergy = 0;
- }
- },
- {
- name: "superfluidity",
- description: "freeze effects are applied
to a small area around the target",
- maxCount: 1,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
- },
- requires: "a localized freeze effect",
- effect() {
- tech.isAoESlow = true
- },
- remove() {
- tech.isAoESlow = false
- }
- },
{
name: "liquid cooling",
description: `after losing health
freeze all mobs for 7 seconds`,
@@ -2429,7 +2339,7 @@ const tech = {
},
{
name: "inductive coupling",
- description: "if crouched +700% passive energy generation
if not crouched energy generation is disabled",
+ description: "if crouched +600% passive energy generation
if not crouched energy generation is disabled",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3245,7 +3155,7 @@ const tech = {
},
requires: "at least 4 research, not parthenogenesis",
effect() {
- tech.isResearchBoss = true; //abiogenesis
+ tech.isResearchBoss = true;
},
remove() {
tech.isResearchBoss = false;
@@ -3891,7 +3801,7 @@ const tech = {
},
{
name: "caliber",
- description: `rivets, needles, super balls, and nails
have +16% mass and physical damage`,
+ description: `rivets, needles, super balls, and nails
have +25% mass and physical damage`,
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3902,7 +3812,7 @@ const tech = {
},
requires: "nails, nail gun, rivets, shotgun",
effect() {
- tech.bulletSize += 0.16
+ tech.bulletSize += 0.25
},
remove() {
tech.bulletSize = 1;
@@ -3938,7 +3848,7 @@ const tech = {
{
name: "ice crystal nucleation",
link: `ice crystal nucleation`,
- description: "the nail gun uses energy to condense
unlimited freezing ice shards",
+ description: "nail gun uses energy to condense
unlimited freezing ice shards",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4002,17 +3912,36 @@ const tech = {
}
},
{
- name: "supercritical fission",
- description: "nails, needles, and rivets can explode
if they strike mobs near their center",
+ name: "stress concentration",
+ description: "mobs below 50% durability die after you shoot
them near their center with needles or rivets",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets) && !tech.isIncendiary
+ return (tech.isNeedles || tech.isRivets) && !tech.isNailCrit && !tech.isIncendiary
},
- requires: "nail gun, needles, nails, rivets, not incendiary",
+ requires: "needles, rivets, not incendiary, supercritical fission",
+ effect() {
+ tech.isCritKill = true
+ },
+ remove() {
+ tech.isCritKill = false
+ }
+ },
+ {
+ name: "supercritical fission",
+ description: "if bullets strike mobs near their center
they can explode (nails, needles, rivets)",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets) && !tech.isIncendiary && !tech.isCritKill
+ },
+ requires: "nail gun, needles, nails, rivets, not incendiary, fire-control system",
effect() {
tech.isNailCrit = true
},
@@ -4219,6 +4148,101 @@ const tech = {
tech.isIceShot = false;
}
},
+ {
+ name: "freezer burn",
+ description: "mobs frozen while below 33% durability die",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
+ },
+ requires: "a freeze effect",
+ effect() {
+ tech.isIceKill = true
+ },
+ remove() {
+ tech.isIceKill = false
+ }
+ },
+ {
+ name: "flash freeze",
+ description: "mobs frozen while above 66% durability
have their durability reduced to 66%",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
+ },
+ requires: "a freeze effect",
+ effect() {
+ tech.isIceMaxHealthLoss = true
+ },
+ remove() {
+ tech.isIceMaxHealthLoss = false
+ }
+ },
+ {
+ name: "crystallizer",
+ description: "after frozen mobs die they
shatter into ice IX crystals",
+ isGunTech: true,
+ maxCount: 9,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return (tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
+ },
+ requires: "a localized freeze effect, no other mob death tech",
+ effect() {
+ tech.iceIXOnDeath++
+ },
+ remove() {
+ tech.iceIXOnDeath = 0
+ }
+ },
+ {
+ name: "thermoelectric effect",
+ description: "killing mobs with ice IX
generates 100 energy",
+ isGunTech: true,
+ maxCount: 9,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.blockingIce || tech.iceIXOnDeath || tech.isIceShot
+ },
+ requires: "ice IX",
+ effect() {
+ tech.iceEnergy++
+ },
+ remove() {
+ tech.iceEnergy = 0;
+ }
+ },
+ {
+ name: "superfluidity",
+ description: "freeze effects are applied
to a small area around the target",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
+ },
+ requires: "a localized freeze effect",
+ effect() {
+ tech.isAoESlow = true
+ },
+ remove() {
+ tech.isAoESlow = false
+ }
+ },
{
name: "incendiary ammunition",
description: "shotgun, rivets, super balls, and drones
are loaded with explosives",
@@ -4687,26 +4711,26 @@ const tech = {
},
{
name: "shock wave",
- description: "mines and explosions stun for 1-2 seconds
–30% explosive damage",
+ description: "mines and sporangium stun for 3-5 seconds
explosions stun for 0.5 seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
- return tech.haveGunCheck("mine") || (!tech.isExplodeRadio && tech.hasExplosiveDamageCheck())
+ return tech.haveGunCheck("spores") || tech.haveGunCheck("mine") || (!tech.isExplodeRadio && tech.hasExplosiveDamageCheck())
},
- requires: "an explosive damage source, not iridium-192",
+ requires: "mine, spores, an explosive damage source, not iridium-192",
effect() {
- tech.isExplosionStun = true;
+ tech.isStun = true;
},
remove() {
- tech.isExplosionStun = false;
+ tech.isStun = false;
}
},
{
name: "controlled explosion",
- description: `use ${powerUps.orb.research(4)} to dynamically reduce
all explosive radius to prevent health loss`,
+ description: `use ${powerUps.orb.research(4)} to dynamically reduce
all explosions to prevent health loss`,
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5067,24 +5091,43 @@ const tech = {
tech.isSporeGrowth = false
}
},
+ // {
+ // name: "tinsellated flagella",
+ // link: `tinsellated flagella`,
+ // description: "sporangium release +2 spores
spores accelerate 50% faster",
+ // isGunTech: true,
+ // maxCount: 1,
+ // count: 0,
+ // frequency: 2,
+ // frequencyDefault: 2,
+ // allowed() {
+ // return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField
+ // },
+ // requires: "spores",
+ // effect() {
+ // tech.isFastSpores = true
+ // },
+ // remove() {
+ // tech.isFastSpores = false
+ // }
+ // },
{
- name: "tinsellated flagella",
- link: `tinsellated flagella`,
- description: "sporangium release +2 spores
spores accelerate 50% faster",
+ name: "flagella",
+ description: "+50% spores acceleration
if they can't find a target spores follow you",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField
+ return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm
},
requires: "spores",
effect() {
- tech.isFastSpores = true
+ tech.isSporeFollow = true //isSporeFollow
},
remove() {
- tech.isFastSpores = false
+ tech.isSporeFollow = false //isFastSpores
}
},
{
@@ -5107,25 +5150,25 @@ const tech = {
tech.isSporeFreeze = false
}
},
- {
- name: "diplochory",
- description: "if spores can't locate a viable host
they use you for dispersal",
- isGunTech: true,
- maxCount: 1,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm
- },
- requires: "spores",
- effect() {
- tech.isSporeFollow = true
- },
- remove() {
- tech.isSporeFollow = false
- }
- },
+ // {
+ // name: "diplochory",
+ // description: "if spores can't locate a viable host
they use you for dispersal",
+ // isGunTech: true,
+ // maxCount: 1,
+ // count: 0,
+ // frequency: 2,
+ // frequencyDefault: 2,
+ // allowed() {
+ // return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm
+ // },
+ // requires: "spores",
+ // effect() {
+ // tech.isSporeFollow = true
+ // },
+ // remove() {
+ // tech.isSporeFollow = false
+ // }
+ // },
{
name: "mutualism",
description: "+150% spore damage
spores borrow 0.5 health until they die",
@@ -7023,7 +7066,7 @@ const tech = {
},
{
name: "time crystals",
- description: "+400% passive energy generation",
+ description: "+300% passive energy generation",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -8958,6 +9001,30 @@ const tech = {
},
remove() {}
},
+ {
+ name: "reincarnation",
+ description: "kill all mobs and spawn new ones
(also spawn a few extra mobs for fun)",
+ maxCount: 3,
+ count: 0,
+ frequency: 0,
+ isNonRefundable: true,
+ isJunk: true,
+ allowed() { return true },
+ requires: "",
+ effect() {
+ spawn.setSpawnList();
+ spawn.setSpawnList();
+ for (let i = 0, len = mob.length; i < len; i++) {
+ if (mob[i].alive && !mob[i].shield && !mob[i].isBadTarget) {
+ const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
+ spawn[pick](mob[i].position.x, mob[i].position.y);
+ if (Math.random() < 0.5) spawn[pick](mob[i].position.x, mob[i].position.y);
+ mob[i].death();
+ }
+ }
+ },
+ remove() {}
+ },
{
name: "expert system",
description: "spawn a tech power up
+64% JUNK to tech pool",
@@ -9902,7 +9969,6 @@ const tech = {
isBlockRadiation: null,
isPiezo: null,
isFastDrones: null,
- isFastSpores: null,
oneSuperBall: null,
laserReflections: null,
laserDamage: null,
@@ -9934,7 +10000,7 @@ const tech = {
isSporeFollow: null,
isNailRadiation: null,
isEnergyHealth: null,
- isExplosionStun: null,
+ isStun: null,
restDamage: null,
isRPG: null,
missileCount: null,
@@ -10179,5 +10245,6 @@ const tech = {
isPetalsExplode: null,
isDeathSkipTime: null,
isIceMaxHealthLoss: null,
- isIceKill: null
+ isIceKill: null,
+ isCritKill: null
}
\ No newline at end of file
diff --git a/todo.txt b/todo.txt
index ef894fc..c102707 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,24 +1,63 @@
******************************************************** NEXT PATCH **************************************************
+nail gun tech: stress concentration - if a mob has below 50% durability after taking damage
+ from needles or rivets near the center of it's body it dies
+
+caliber 16->25% nail, needle, rivet size/damage
+combined tech: flagella - spores move +50% faster
+ spores follow you if they can't find a target
+shock wave stun also applies to sporangium
+ no longer reduces explosion size
+
+JUNK tech: reincarnation - kill all mobs and spawn new ones
+ (also spawn a few extra mobs for fun)
updated pause menu and fields descriptions to new wording style
+bug fixes
+
*********************************************************** TODO *****************************************************
+Tech: florescence
+Hitting a mob makes it emit lasers from its vertices
+ all laser but pulse?
+ should trigger a global cd so it can't occur more then once per cycle
+
+tech spawn bots that last until you get hit
+ bots can check you health every cycle and see if it lower
+ it it's high update the health check value
+ JUNK?
+
+after killing a mob go invulnerable for 1 second
+ critical hit with laser, harpoon, nails, needle, rivet
+
+spawn 2 bots after exiting 1 level
+ or spawn 3 after 2 levels?
+ (randomize 2-5 bots)
+ replace all bot tech with this?
+
+cloaking field
+ for 6 seconds after de-cloaking tell all active mobs that the player is in the wrong position?
+ how to code?
+ just delay setting the m.isCloak for a couple seconds
+ and also set all active bots to remember player in the de-cloaked stop
+
+give laser gun _____ if you fire in an angle range
+ draw angle range as a slowly rotation circle arc around player
+ effect:
+ bonus damage
+ extra beams
+ extra reflections
+
scrap bots can't move?
only works for nail, foam, laser
might be tricky code?
make a new bot type called scrap bot?
-nail gun needs a small damage buff
-
JUNK tech: Pacifism
You cannot attack mobs, mobs cannot attack you
over write the mob.damage and player.damage methods
-JUNK tech: incubation: spawn something after 5 minutes
- 4 bots?
-
mob mechanic: beacon
periodically add locations to an array
teleport back to a location in the array