sound-bot

new community level: dojo by weird_pusheen

sound-bot: makes phonon waves

  updated tech
drone repair -> von Neumann probe - if a drones ends near a block it will use that block to repair
quantum eraser -> metamaterial absorber: for each mob left alive after you exit a level there is a 17% chance to spawn a power up
uncertainty principle: extended to super balls
aperture: camera zooms in and out along with the skin animation

  balanced tech:
cordyceps: zombies are much smarter, faster, do more damage, and last longer
negative entropy -> self-assembly: 1 heal per 33->25% missing health on each new level
renormalization: 44 -> 46% and +3% JUNK tech to pool
parasitism: 60 -> 83% damage
non-renewables: 67 -> 78% damage
ground state: 200 -> 266 max energy
dark patterns: 17 -> 22% damage and JUNK
eternalism: 30 -> 24% damage
stimulated emission 15 -> 17% duplication
nitinol 30 -> 22% defense

bug fixes
This commit is contained in:
landgreen
2023-07-04 08:14:43 -07:00
parent 4415942b94
commit 6cd2502fb5
18 changed files with 1208 additions and 604 deletions

View File

@@ -766,6 +766,7 @@ const simulation = {
tech.laserBotCount = 0;
tech.orbitBotCount = 0;
tech.foamBotCount = 0;
tech.soundBotCount = 0;
tech.boomBotCount = 0;
tech.plasmaBotCount = 0;
tech.missileBotCount = 0;
@@ -1014,6 +1015,7 @@ const simulation = {
},
clearNow: false,
clearMap() {
level.isProcedural = false;
ctx.setTransform(1, 0, 0, 1, 0, 0);
if (m.alive) {
if (tech.isLongitudinal) b.guns[3].waves = []; //empty array of wave bullets
@@ -1103,7 +1105,6 @@ const simulation = {
}
requestAnimationFrame(respawnHeal);
}
if (tech.isDronesTravel && m.alive) {
//count drones
let droneCount = 0
@@ -1125,39 +1126,7 @@ const simulation = {
}
//respawn drones in animation frame
let respawnDrones = () => {
if (droneCount > 0) {
requestAnimationFrame(respawnDrones);
if (!simulation.paused && !simulation.isChoosing && m.alive) {
const where = {
x: level.enter.x + 50,
y: level.enter.y - 60
}
droneCount--
if (tech.isDroneRadioactive) {
b.droneRadioactive({
x: where.x + 100 * (Math.random() - 0.5),
y: where.y + 100 * (Math.random() - 0.5)
}, 0)
} else {
b.drone({
x: where.x + 100 * (Math.random() - 0.5),
y: where.y + 120 * (Math.random() - 0.5)
}, 0)
if (tech.isDroneGrab && deliveryCount > 0) {
const who = bullet[bullet.length - 1]
who.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(who, SCALE, SCALE);
who.lookFrequency = 30 + Math.floor(11 * Math.random());
who.endCycle += 3000 * tech.droneCycleReduction * tech.isBulletsLastLonger
deliveryCount--
}
}
}
}
}
requestAnimationFrame(respawnDrones);
requestAnimationFrame(() => { b.delayDrones({ x: level.enter.x + 50, y: level.enter.y - 60 }, droneCount) });
//respawn spores in animation frame
let respawnSpores = () => {
@@ -1221,11 +1190,17 @@ const simulation = {
}
requestAnimationFrame(respawnFleas);
}
if (tech.isQuantumEraser) {
let count = 0
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isDropPowerUp && mob[i].alive) tech.quantumEraserCount++
if (mob[i].isDropPowerUp && mob[i].alive) count++
}
count *= 0.17 //to fake the chance, this makes it not random, and maybe less confusing
let cycle = () => { //run after waiting a cycle for the map to be cleared
const types = ["heal", "ammo", "heal", "ammo", "research", "coupling", "boost", "tech", "gun", "field"]
for (let i = 0; i < count; i++) powerUps.spawnDelay(types[Math.floor(Math.random() * types.length)], 1)
}
requestAnimationFrame(cycle);
}
function removeAll(array) {
@@ -1305,7 +1280,7 @@ const simulation = {
},
sight: { //credit to Cornbread for adding this algorithm to n-gon
// square: 0,
intersectMap: [], //this is precalculated in simulation.draw.setPaths() when the map changes
intersectMap: [], //this is precalculated in simulation.draw.lineOfSightPrecalculation()
getIntersection(v1, v1End, domain) {
const intersections = simulation.sight.getIntersections(v1, v1End, domain);
var best = { x: v1End.x, y: v1End.y, dist: (v1End.x - v1.x) ** 2 + (v1End.y - v1.y) ** 2 }
@@ -1596,9 +1571,8 @@ const simulation = {
}
simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
}
//store data for line of sight precalculation
},
lineOfSightPrecalculation() {
simulation.sight.intersectMap = [];
for (var i = 0; i < map.length; i++) {
const obj = map[i];