invariant
the level list now has 2 levels randomly removed to bring the total back to 13 15 level play session felt too long tech: invariant - use energy to pause time while placing your wormhole reservoir level has wider platforms, and some other changes Zeno's paradox 83->85% harm reduction supply chain no longer gives 5% JUNK vector field renamed -> tensor field: also gives 7 research
This commit is contained in:
36
js/player.js
36
js/player.js
@@ -501,7 +501,7 @@ const m = {
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harmReduction() {
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let dmg = 1
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dmg *= m.fieldHarmReduction
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if (tech.isZeno) dmg *= 0.17
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if (tech.isZeno) dmg *= 0.15
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if (tech.isFieldHarmReduction) dmg *= 0.5
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if (tech.isHarmMACHO) dmg *= 0.33
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if (tech.isImmortal) dmg *= 0.66
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@@ -3061,6 +3061,38 @@ const m = {
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const mag = Vector.magnitude(sub)
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if (input.field) {
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if (tech.isWormHolePause) {
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const drain = m.fieldRegen + 0.0007
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if (m.energy > drain) {
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m.energy -= drain
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if (m.immuneCycle < m.cycle + 1) m.immuneCycle = m.cycle + 1; //player is immune to damage for 1/4 seconds // and can't regen
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m.isBodiesAsleep = true;
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function sleep(who) {
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for (let i = 0, len = who.length; i < len; ++i) {
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if (!who[i].isSleeping) {
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who[i].storeVelocity = who[i].velocity
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who[i].storeAngularVelocity = who[i].angularVelocity
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}
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Matter.Sleeping.set(who[i], true)
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}
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}
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sleep(mob);
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sleep(body);
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sleep(bullet);
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simulation.cycle--; //pause all functions that depend on game cycle increasing
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Matter.Body.setVelocity(player, { //keep player frozen
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x: 0,
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y: -55 * player.mass * simulation.g //undo gravity before it is added
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});
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player.force.x = 0
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player.force.y = 0
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} else {
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m.wakeCheck();
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m.energy = 0;
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}
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}
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m.grabPowerUp();
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//draw possible wormhole
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if (tech.isWormholeMapIgnore && Matter.Query.ray(map, m.pos, justPastMouse).length !== 0) {
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@@ -3108,6 +3140,8 @@ const m = {
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ctx.setLineDash([]);
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}
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} else {
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if (tech.isWormHolePause && m.isBodiesAsleep) m.wakeCheck();
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//make new wormhole
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if (
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m.hole.isReady && mag > 250 && m.energy > this.drain &&
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