metamaterial cloaking now does 300% more damage

added 50% chance for elevators on warehouse level

metamaterial cloaking now does 300% more damage if a mob has not died in the last 4 seconds
  removed: tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds

fixed bug with experiment not loading tech
This commit is contained in:
landgreen
2021-05-30 14:14:29 -07:00
parent d54ca92cf7
commit 69fec1cde7
7 changed files with 153 additions and 73 deletions

View File

@@ -300,6 +300,7 @@ const build = {
} else if (type === "tech") {
if (tech.tech[index].count < tech.tech[index].maxCount) {
if (!tech.tech[index].isLore && !tech.tech[index].isNonRefundable && !who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
tech.giveTech(index)
} else if (!tech.tech[index].isNonRefundable) {
tech.totalCount -= tech.tech[index].count
tech.removeTech(index);
@@ -311,6 +312,27 @@ const build = {
}, 50);
}
}
// } else if (type === "tech") { //remove tech if you have too many
// if (tech.tech[index].count < tech.tech[index].maxCount) {
// if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
// tech.giveTech(index)
// } else if (!tech.tech[index].isNonRefundable) {
// tech.totalCount -= tech.tech[index].count
// tech.removeTech(index);
// who.classList.remove("build-tech-selected");
// } else {
// who.classList.remove("build-tech-selected")
// setTimeout(() => { //return energy
// who.classList.add("build-tech-selected")
// }, 50);
// }
// }
//update tech text //disable not allowed tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
const techID = document.getElementById("tech-" + i)

View File

@@ -16,7 +16,7 @@ const level = {
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("pilot wave")
// m.setField("metamaterial cloaking")
// b.giveGuns("laser")
// tech.isExplodeRadio = true
// tech.giveTech("WIMPs")
@@ -52,7 +52,7 @@ const level = {
// level.coliseum() //community level
// level.crossfire() //community level
// level.vats() //community level
// level.n_gon() //community level
// level["n-gon"]() //community level
// powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
// tech.giveTech("undefined")
@@ -2934,46 +2934,77 @@ const level = {
// spawn.mapRect(-1950, -400, 100, 25);
spawn.mapRect(-3150, 50, 775, 100);
spawn.mapRect(-2600, -250, 775, 100);
spawn.bodyRect(-1450, -125, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -1650,
y: -500
},
bodyB: body[body.length - 1],
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(600, 525, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 950,
y: 100
},
bodyB: body[body.length - 1],
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
if (Math.random() < 0.5) {
const elevator1 = level.elevator(-1780, 500, 260, 40, 7, 0.0003)
const elevator2 = level.elevator(820, 1300, 260, 40, 607, 0.0003)
const elevator3 = level.elevator(-2755, 1260, 160, 40, 1000, 0.006)
spawn.bodyRect(-2375, 1300, 100, 100);
spawn.bodyRect(-2325, 1250, 50, 50);
spawn.bodyRect(-2275, 1350, 125, 50);
spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -2575,
y: 150
},
bodyB: body[body.length - 1],
stiffness: 0.0005,
length: 566
});
World.add(engine.world, cons[cons.length - 1]);
level.custom = () => {
elevator1.move();
elevator1.drawTrack();
elevator2.move();
elevator2.drawTrack();
elevator3.move();
elevator3.drawTrack();
ctx.fillStyle = "#444" //light fixtures
ctx.fillRect(-920, -505, 40, 10)
ctx.fillRect(-920, 95, 40, 10)
ctx.fillRect(180, 95, 40, 10)
ctx.fillRect(-20, 695, 40, 10)
ctx.fillRect(-2320, 945, 40, 10)
ctx.fillStyle = "#cff" //exit
ctx.fillRect(300, -250, 350, 250)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
} else {
spawn.bodyRect(-1450, -125, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -1650,
y: -500
},
bodyB: body[body.length - 1],
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(600, 525, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 950,
y: 100
},
bodyB: body[body.length - 1],
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -2575,
y: 150
},
bodyB: body[body.length - 1],
stiffness: 0.0005,
length: 566
});
World.add(engine.world, cons[cons.length - 1]);
}
@@ -5418,7 +5449,7 @@ const level = {
portal2[2].draw()
}
},
n_gon() { // Made by Oranger on Discord
"n-gon"() { // Made by Oranger on Discord
let needGravity = [];
let s = { //mech statue
x: -200,

View File

@@ -943,7 +943,8 @@ const m = {
isFieldActive: false,
fieldRange: 155,
fieldShieldingScale: 1,
fieldDamage: 1,
// fieldDamage: 1,
isSneakAttack: false,
duplicateChance: 0,
energy: 0,
fieldRegen: 0,
@@ -976,7 +977,7 @@ const m = {
m.fieldShieldingScale = 1;
m.fieldBlockCD = 10;
m.fieldHarmReduction = 1;
m.fieldDamage = 1
m.isSneakAttack = false
m.duplicateChance = 0
powerUps.setDo();
m.grabPowerUpRange2 = 156000;
@@ -1952,7 +1953,7 @@ const m = {
},
{
name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>146%</strong>",
description: "when not firing activate a <strong class='color-cloaked'>cloaking</strong> effect<br>if a mob has <strong>not died</strong> in the last <strong>4 seconds</strong><br>increase <strong class='color-d'>damage</strong> by <strong>300%</strong>",
effect: () => {
m.fieldFire = true;
m.fieldMeterColor = "#333";
@@ -1960,8 +1961,9 @@ const m = {
// m.eyeFillColor = '#333'
m.fieldPhase = 0;
m.isCloak = false
m.fieldDamage = 2.46 // 1 + 146/100
// m.fieldDamage = 2.46 // 1 + 146/100
m.fieldDrawRadius = 0
m.isSneakAttack = true;
const drawRadius = 1000
m.hold = function() {
@@ -2080,9 +2082,9 @@ const m = {
if (m.energy < 0) m.energy = 0
const xOff = m.pos.x - m.radius * m.maxEnergy
const yOff = m.pos.y - 50
ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx.fillStyle = "rgba(0, 0, 0, 0.3)" //
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
ctx.fillStyle = "#fff";
ctx.fillStyle = "#fff" //m.cycle > m.lastKillCycle + 300 ? "#000" : "#fff" //"#fff";
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
ctx.beginPath()
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
@@ -2090,6 +2092,15 @@ const m = {
ctx.lineWidth = 1;
ctx.stroke();
}
//show sneak attack status
if (m.cycle > m.lastKillCycle + 300) {
ctx.strokeStyle = "rgba(0,0,0,0.4)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 28, 0, 2 * Math.PI);
ctx.lineWidth = 2
ctx.stroke();
}
}
}
},

View File

@@ -525,7 +525,7 @@ const simulation = {
level.levels.push("basement");
level.levels.push("crossfire");
level.levels.push("vats")
level.levels.push("n_gon")
level.levels.push("n-gon")
level.levels.push("house");
level.levels.push("perplex");
level.levels.push("coliseum");

View File

@@ -147,11 +147,11 @@
return false
},
damageFromTech() {
let dmg = m.fieldDamage
let dmg = 1 //m.fieldDamage
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.45
if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 1.5 : 0.85
if (tech.isSneakAttack && m.cycle > m.lastKillCycle + 300) dmg *= 1.66
if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= 4
if (tech.isTechDamage) dmg *= 1.9
if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
if (tech.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - m.energy) * 0.5
@@ -170,7 +170,6 @@
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015)
if (tech.isBotDamage) dmg *= 1 + 0.05 * b.totalBots()
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
@@ -5106,24 +5105,24 @@
tech.isCloakStun = false;
}
},
{
name: "combinatorial optimization",
description: "increase <strong class='color-d'>damage</strong> by <strong>66%</strong><br>if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking"
},
requires: "metamaterial cloaking or pilot wave",
effect() {
tech.isSneakAttack = true;
},
remove() {
tech.isSneakAttack = false;
}
},
// {
// name: "combinatorial optimization",
// description: "increase <strong class='color-d'>damage</strong> by <strong>66%</strong><br>if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking"
// },
// requires: "metamaterial cloaking or pilot wave",
// effect() {
// tech.isSneakAttack = true;
// },
// remove() {
// tech.isSneakAttack = false;
// }
// },
{
name: "discrete optimization",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br><strong>50%</strong> increased <strong><em>delay</em></strong> after firing",