new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors

nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
This commit is contained in:
landgreen
2022-05-25 19:15:34 -07:00
parent 25037cac0d
commit 779500ce21
10 changed files with 450 additions and 386 deletions

View File

@@ -271,7 +271,7 @@ const b = {
},
fireCDscale: 1,
setFireCD() {
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage * m.fieldFireRate
if (tech.isFastTime) b.fireCDscale *= 0.5
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.8, b.inventory.length)
if (tech.isFireMoveLock) b.fireCDscale *= 0.5

View File

@@ -275,9 +275,11 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
const style = (tech.isPauseEjectTech && !simulation.isChoosing) ? 'style="animation: techColorCycle 1s linear infinite alternate;"' : ''
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
if (tech.tech[i].count > 0) {
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
if (tech.tech[i].isFieldTech) {
if (tech.tech[i].isNonRefundable) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else if (tech.tech[i].isFieldTech) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title">
<span style="position:relative;">
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>

View File

@@ -16,12 +16,13 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// // simulation.isHorizontalFlipped = true
// m.setField("wormhole")
// b.giveGuns("matter wave")
// tech.giveTech("chain reaction")
// tech.giveTech("fireworks")
// tech.giveTech("flame test")
// tech.giveTech("pyrotechnics")
// m.addHealth(Infinity)
// m.setField("standing wave")
// b.giveGuns("nail gun")
// tech.giveTech("closed timelike curve")
// tech.giveTech("irradiated nails")
// tech.giveTech("pneumatic actuator")
// tech.giveTech("6s half-life")
// for (let i = 0; i < 10; i++) tech.giveTech("replication")
// tech.giveTech("eternalism")
// for (let i = 0; i < 10; i++) tech.giveTech("ammonium nitrate")
@@ -30,18 +31,13 @@ const level = {
// for (let i = 0; i < 15; i++) tech.giveTech()
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
// powerUps.research.changeRerolls(100000)
// for (let i = 0; i < 5; i++) tech.giveTech("corona discharge")
// tech.tech[297].frequency = 100
// m.setField("plasma torch")
// tech.giveTech("plasma ball")
// tech.giveTech("extruder")
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.temple();
// level.testing(); //not in rotation, used for testing
// spawn.slashBoss(1900, -500)
// level.testing();
// level.reactor(); //not in rotation, used for testing
// spawn.timeBoss(1900, -500)
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -1054,6 +1050,9 @@ const level = {
}
}
},
isClosed() {
return this.position.y > y - 1
},
draw() {
ctx.fillStyle = "#555"
ctx.beginPath();
@@ -2596,7 +2595,11 @@ const level = {
testing() {
const button = level.button(1000, 0)
spawn.bodyRect(1000, -50, 50, 50);
level.custom = () => {
ctx.fillStyle = "#d4d4d4"
ctx.fillRect(2500, -475, 200, 300)
ctx.fillStyle = "rgba(0,255,255,0.1)";
ctx.fillRect(6400, -550, 300, 350);
level.exit.drawAndCheck();
@@ -2605,6 +2608,8 @@ const level = {
level.customTopLayer = () => {
button.query();
button.draw();
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-150, -650, 900, 250)
};
level.setPosToSpawn(0, -450); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
@@ -2686,10 +2691,10 @@ const level = {
// spawn.randomMob(1600, -500)
},
reactor() {
level.setPosToSpawn(-50, -800); //normal spawn
level.setPosToSpawn(-550, -800); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 3000;
level.exit.y = -35;
level.exit.x = 3500;
level.exit.y = -42;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 25);
level.defaultZoom = 2000
simulation.zoomTransition(level.defaultZoom)
@@ -2699,25 +2704,26 @@ const level = {
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
const button = level.button(1400, 0)
button.isUp = true
spawn.mapRect(-1525, -2825, 1250, 4925);
spawn.mapRect(-400, -2025, 625, 925);
spawn.mapRect(-400, -750, 625, 1200);
spawn.bodyRect(250, -70, 100, 70, 1);
spawn.mapRect(-425, 0, 4200, 2100);
spawn.mapRect(175, -1250, 50, 300);
spawn.mapRect(-475, -2825, 4250, 1025);
spawn.mapRect(-425, 0, 4500, 2100);
spawn.mapRect(-475, -2825, 4500, 1025);
// spawn.mapRect(1200, -1300, 600, 800);
const a = 400 //side length
const c = 100 //corner offset
spawn.mapVertex(1487, -900, `${-a} ${-a+c} ${-a+c} ${-a} ${a-c} ${-a} ${a} ${-a+c} ${a} ${a-c} ${a-c} ${a} ${-a+c} ${a} ${-a} ${a-c}`); //square with edges cut off
//entrance
spawn.mapRect(-2025, -2825, 1250, 4925);
spawn.mapRect(-900, -2825, 1125, 1725);
spawn.mapRect(-900, -750, 1125, 2850);
spawn.mapRect(-325, -1250, 550, 300);
//exit
spawn.mapRect(3300, -2825, 1125, 4925);
spawn.mapRect(2750, -2150, 1025, 1775);
spawn.mapRect(2750, -475, 50, 300);
spawn.mapRect(3800, -2825, 1225, 4925);
spawn.mapRect(2750, -2150, 1325, 1775);
spawn.mapRect(2750, -475, 550, 300);
spawn.mapRect(2750, -7, 1050, 150); //exit room floor
const doorIn = level.door(187, -950, 25, 200, 190, 2) //x, y, width, height, distance, speed = 1
const doorOut = level.door(2762, -175, 25, 200, 190, 2) //x, y, width, height, distance, speed = 1
const doorIn = level.door(-313, -950, 525, 200, 190, 2) //x, y, width, height, distance, speed = 1
const doorOut = level.door(2762, -175, 525, 200, 190, 2) //x, y, width, height, distance, speed = 1
// doorOut.isClosing = true
let isDoorsLocked = false
let isFightOver = false
@@ -2725,7 +2731,7 @@ const level = {
level.custom = () => {
if (isDoorsLocked) {
if (player.position.x < 0) { //if player gets trapped inside starting room open up again
if (player.position.x < -300) { //if player gets trapped inside starting room open up again
isDoorsLocked = false
doorIn.isClosing = false
}
@@ -2738,35 +2744,45 @@ const level = {
doorIn.openClose();
doorOut.openClose();
ctx.fillStyle = "#d5ebef"
ctx.fillRect(2750, -375, 550, 375)
ctx.fillRect(2750, -375, 1050, 375)
level.enter.draw();
level.exit.drawAndCheck();
button.draw();
if (button.isUp) {
button.query();
} else if (!isSpawnedBoss) {
isSpawnedBoss = true
isDoorsLocked = true
doorIn.isClosing = true
doorOut.isClosing = true
for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
if (Math.random() < 0.07 && simulation.difficulty > 22) {
for (let i = 0, len = scale * 0.1 / 3; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.17 / 3; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.23 / 3; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
} else {
if (Math.random() < 0.33) {
for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.5) {
for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
if (player.position.x > 0) {
if (!doorOut.isClosed() || !doorIn.isClosed()) {
doorIn.isClosing = true
doorOut.isClosing = true
} else {
for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
isSpawnedBoss = true
isDoorsLocked = true
for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
if (Math.random() < 0.07 && simulation.difficulty > 24) {
for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
} else {
if (Math.random() < 0.25) {
for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.33) {
for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.5) {
for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
} else {
for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
}
}
spawn.secondaryBossChance(2200, -800)
}
} else {
doorIn.isClosing = false
}
spawn.secondaryBossChance(2200, -800)
} else if (!isFightOver && !(simulation.cycle % 120)) { //once a second look for any bosses
} else if (!isFightOver && !(simulation.cycle % 180)) {
let isFoundBoss = false
for (let i = 0; i < mob.length; i++) {
if (mob[i].isBoss) {
@@ -2778,8 +2794,9 @@ const level = {
isFightOver = true
doorIn.isClosing = false
doorOut.isClosing = false
powerUps.spawnBossPowerUp(2900, -100)
powerUps.spawn(3050, -200, "tech")
powerUps.spawnBossPowerUp(3600, -100)
powerUps.spawn(3650, -200, "tech")
// if (player.position.x < 2760 && player.position.x > 210) {}
}
}
};
@@ -2790,8 +2807,8 @@ const level = {
// }
doorIn.draw();
doorOut.draw();
ctx.fillStyle = "rgba(0,0,0,0.05)"
ctx.fillRect(-275, -1100, 500, 350);
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-775, -1100, 1000, 350);
// ctx.fillStyle = "rgba(0,255,255,0.1)"
// ctx.fillRect(2750, -375, 550, 375)
};
@@ -4082,7 +4099,7 @@ const level = {
spawn.randomMob(3600, 1725, 0.9);
spawn.randomMob(4100, 1225, 0.9);
spawn.randomMob(2825, 400, 0.9);
if (simulation.difficulty > 1) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "historyBoss", "orbitalBoss", "grenadierBoss"]);
if (simulation.difficulty > 1) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss", "blinkBoss", "streamBoss", "historyBoss", "orbitalBoss", "grenadierBoss", "blockBoss", "revolutionBoss", "slashBoss"]);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(7725, 2275)

View File

@@ -77,8 +77,8 @@ const m = {
setMovement() {
// m.Fx = 0.08 / mass * tech.squirrelFx
// m.FxAir = 0.4 / mass / mass
m.Fx = tech.baseFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1) / player.mass //base player mass is 5
m.jumpForce = tech.baseJumpForce * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1) / player.mass / player.mass //base player mass is 5
m.Fx = tech.baseFx * m.fieldFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1) / player.mass //base player mass is 5
m.jumpForce = tech.baseJumpForce * m.fieldJump * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1) / player.mass / player.mass //base player mass is 5
},
FxAir: 0.016, // 0.4/5/5 run Force in Air
yOff: 70,
@@ -893,6 +893,9 @@ const m = {
holdingTarget: null,
timeSkipLastCycle: 0,
// these values are set on reset by setHoldDefaults()
fieldFx: 1,
fieldJump: 1,
fieldFireRate: 1,
blockingRecoil: 4,
grabPowerUpRange2: 0,
isFieldActive: false,
@@ -951,6 +954,11 @@ const m = {
m.isCloak = false;
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
m.airSpeedLimit = 125
m.fieldFireRate = 1
b.setFireCD();
m.fieldFx = 1
m.fieldJump = 1
m.setMovement();
m.drop();
m.holdingMassScale = 0.5;
m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
@@ -1045,10 +1053,6 @@ const m = {
m.holdingTarget = null;
}
},
// setMovement() {
// m.Fx = tech.baseFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1);
// m.jumpForce = tech.baseJumpForce * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1)
// },
definePlayerMass(mass = m.defaultMass) {
Matter.Body.setMass(player, mass);
//reduce air and ground move forces
@@ -2514,8 +2518,13 @@ const m = {
{
name: "time dilation",
// description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong>",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br>for everything except you<br>generate <strong>18</strong> <strong class='color-f'>energy</strong>/second",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br>move, jump, and fire <strong>25%</strong> faster<br>generate <strong>18</strong> <strong class='color-f'>energy</strong>/second",
set() {
m.fieldFireRate = 0.75
b.setFireCD();
m.fieldFx = 1.2
m.fieldJump = 1.09
m.setMovement();
if (tech.isRewindField) {
this.rewindCount = 0
m.grabPowerUpRange2 = 300000
@@ -2643,26 +2652,6 @@ const m = {
sleep(bullet);
simulation.cycle--; //pause all functions that depend on game cycle increasing
// if (tech.isTimeSkip) {
// m.immuneCycle = 0;
// m.drain += 0.0000025
// m.regenEnergy(); //immunity disables normal regen, so turn off immunity for just this function
// m.immuneCycle = m.cycle + 10;
// simulation.isTimeSkipping = true;
// m.cycle++;
// simulation.gravity();
// if (tech.isFireMoveLock && input.fire) {
// player.force.x = 0
// player.force.y = 0
// }
// Engine.update(engine, simulation.delta);
// m.move();
// simulation.checks();
// m.walk_cycle += m.flipLegs * m.Vx;
// b.fire();
// b.bulletDo();
// simulation.isTimeSkipping = false;
// }
} else { //holding, but field button is released
m.wakeCheck();
}
@@ -2678,80 +2667,6 @@ const m = {
m.drawFieldMeter()
}
}
// } else {
// m.fieldFire = true;
// m.isBodiesAsleep = false;
// m.isTimeStopped = false;
// m.drain = 0.005
// let isFieldInputDown = false;
// m.hold = function() {
// if (m.isHolding) {
// m.drawHold(m.holdingTarget);
// m.holding();
// m.throwBlock();
// isFieldInputDown = false
// } else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
// if (!m.holdingTarget) isFieldInputDown = true;
// m.grabPowerUp();
// m.lookForPickUp();
// // if (m.energy > 0.05) { //deflecting
// // m.drawField();
// // m.pushMobsFacing();
// // }
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
// m.pickUp();
// } else {
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// }
// if (isFieldInputDown && !input.field && !m.holdingTarget && !m.isHolding) {
// isFieldInputDown = false;
// m.isTimeStopped = true;
// }
// m.drawFieldMeter()
// if (m.energy < m.maxEnergy) { //extra energy regen
// m.regenEnergy();
// m.regenEnergy();
// }
// if (m.isTimeStopped) {
// if (m.energy > m.drain) {
// // if (player.speed > 0.01 || input.fire)
// m.energy -= m.drain;
// m.immuneCycle = m.cycle + 10; //immune to harm while time is stopped, this also disables regen
// simulation.cycle--; //pause all functions that depend on game cycle increasing
// m.isBodiesAsleep = true;
// ctx.globalCompositeOperation = "saturation" //draw field everywhere
// ctx.fillStyle = "#ccc";
// ctx.fillRect(-100000, -100000, 200000, 200000)
// ctx.globalCompositeOperation = "source-over"
// function sleep(who) {
// for (let i = 0, len = who.length; i < len; ++i) {
// if (!who[i].isSleeping) {
// who[i].storeVelocity = who[i].velocity
// who[i].storeAngularVelocity = who[i].angularVelocity
// }
// Matter.Sleeping.set(who[i], true)
// }
// }
// sleep(mob);
// sleep(body);
// sleep(bullet);
// } else { //restart time
// m.fieldCDcycle = m.cycle + 60;
// m.energy = 0;
// m.isTimeStopped = false
// m.wakeCheck();
// }
// if (simulation.isChoosing) {
// // m.fieldCDcycle = m.cycle + 60;
// m.isTimeStopped = false
// m.wakeCheck();
// }
// }
// }
// }
},
effect() {
this.set();

View File

@@ -280,13 +280,11 @@ const powerUps = {
if (!simulation.paused) {
if (tech.isNoDraftPause) {
const cycle = () => {
m.fireCDcycle = m.cycle + 5; //fire cooldown
if (simulation.isChoosing && m.alive) requestAnimationFrame(cycle)
}
requestAnimationFrame(cycle);
// const cycle = () => {
// m.fireCDcycle = m.cycle + 1; //fire cooldown
// if (simulation.isChoosing && m.alive) requestAnimationFrame(cycle)
// }
// requestAnimationFrame(cycle);
document.getElementById("choose-grid").style.opacity = "0.8"
} else {
@@ -1081,7 +1079,7 @@ const powerUps = {
}
},
pauseEjectTech(index) {
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing) {
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {
if (Math.random() < 0.1 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
tech.removeTech(index)
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);

View File

@@ -89,18 +89,35 @@ const simulation = {
m.airControl()
}
m.move();
level.custom();
simulation.checks();
mobs.loop();
// m.draw();
m.walk_cycle += m.flipLegs * m.Vx;
m.hold();
level.customTopLayer();
b.fire();
b.bulletRemove();
b.bulletDo();
}
simulation.isTimeSkipping = false;
},
timePlayerSkip(cycles = 60) {
simulation.isTimeSkipping = true;
for (let i = 0; i < cycles; i++) {
simulation.cycle++;
simulation.gravity();
Engine.update(engine, simulation.delta);
// level.custom();
// level.customTopLayer();
if (!m.isBodiesAsleep) {
simulation.checks();
mobs.loop();
}
b.bulletRemove();
if (!m.isBodiesAsleep) b.bulletDo();
}
simulation.isTimeSkipping = false;
},
mouse: {
x: canvas.width / 2,
y: canvas.height / 2

View File

@@ -1,6 +1,6 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, mantisBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
@@ -1031,7 +1031,7 @@ const spawn = {
me.isSpawnBoss = true;
me.spawnID = spawnID
me.accelMag = 0.00018 * simulation.accelScale;
me.accelMag = 0.00022 * simulation.accelScale;
me.memory = Infinity;
me.showHealthBar = false;
me.isVerticesChange = true
@@ -1039,7 +1039,7 @@ const spawn = {
me.seePlayerFreq = Math.floor(14 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
me.collisionFilter.mask = cat.player | cat.bullet | cat.body | cat.map //"rgba(255,60,0,0.3)"
// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
// spawn.shield(me, x, y, 1);
@@ -1047,7 +1047,7 @@ const spawn = {
me.onHit = function() { //run this function on hitting player
this.explode();
};
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.damageReduction = 0.14 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.doAwake = function() {
this.alwaysSeePlayer();
this.checkStatus();
@@ -1741,6 +1741,68 @@ const spawn = {
}
}
},
// timeBoss(x, y, radius = 25) {
// mobs.spawn(x, y, 12, radius, "#000");
// let me = mob[mob.length - 1];
// me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
// me.eventHorizon = 1100; //required for black hole
// me.eventHorizonGoal = 1100; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon
// me.accelMag = 0.00006 * simulation.accelScale;
// // me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
// // me.frictionAir = 0.005;
// me.memory = Infinity;
// Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
// me.onDeath = function() {
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.damageReduction = 0.23 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (!(simulation.cycle % this.seePlayerFreq)) {
// if (this.distanceToPlayer2() < this.seeAtDistance2) { //&& !m.isCloak ignore cloak for black holes
// this.locatePlayer();
// if (!this.seePlayer.yes) this.seePlayer.yes = true;
// } else if (this.seePlayer.recall) {
// this.lostPlayer();
// }
// }
// this.checkStatus();
// if (this.seePlayer.recall) {
// //accelerate towards the player
// const forceMag = this.accelMag * this.mass;
// const dx = this.seePlayer.position.x - this.position.x
// const dy = this.seePlayer.position.y - this.position.y
// const mag = Math.sqrt(dx * dx + dy * dy)
// this.force.x += forceMag * dx / mag;
// this.force.y += forceMag * dy / mag;
// //eventHorizon waves in and out
// const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
// // zoom camera in and out with the event horizon
// //draw darkness
// if (!simulation.isTimeSkipping) {
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(0,0,0,0.05)";
// ctx.fill();
// //when player is inside event horizon
// if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
// // if (!(simulation.cycle % 10)) simulation.timePlayerSkip(5)
// // if (!(simulation.cycle % 2)) simulation.timePlayerSkip(1)
// simulation.timePlayerSkip(2)
// // if (m.immuneCycle < m.cycle) {
// // if (m.energy > 0) m.energy -= 0.004
// // if (m.energy < 0.1) m.damage(0.00017 * simulation.dmgScale);
// // }
// }
// }
// }
// }
// },
suckerBoss(x, y, radius = 25) {
mobs.spawn(x, y, 12, radius, "#000");
let me = mob[mob.length - 1];
@@ -1808,7 +1870,6 @@ const spawn = {
y: this.velocity.y + velocity.y
});
}
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
@@ -1816,11 +1877,8 @@ const spawn = {
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
//eventHorizon waves in and out
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
// zoom camera in and out with the event horizon
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008)) // zoom camera in and out with the event horizon
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
@@ -2229,88 +2287,88 @@ const spawn = {
}
spawn.allowShields = true;
},
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
// me.isBoss = true;
// // me.stroke = "transparent"; //used for drawSneaker
// me.timeSkipLastCycle = 0
// me.eventHorizon = 1800; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
// me.accelMag = 0.0004 * simulation.accelScale;
// // me.frictionAir = 0.005;
// // me.memory = 1600;
// // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
// Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
timeSkipBoss(x, y, radius = 55) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1800; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.0004 * simulation.accelScale;
// me.frictionAir = 0.005;
// me.memory = 1600;
// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
// me.onDeath = function() {
// //applying forces to player doesn't seem to work inside this method, not sure why
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (this.speed > 8) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.99,
// y: this.velocity.y * 0.99
// });
// }
// this.seePlayerCheck();
// this.checkStatus();
// this.attraction()
// if (!simulation.isTimeSkipping) {
// const compress = 1
// if (this.timeSkipLastCycle < simulation.cycle - compress &&
// Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
// this.timeSkipLastCycle = simulation.cycle
// simulation.timeSkip(compress)
me.onDeath = function() {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 8) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerCheck();
this.checkStatus();
this.attraction()
if (!simulation.isTimeSkipping) {
const compress = 1
if (this.timeSkipLastCycle < simulation.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = simulation.cycle
simulation.timeSkip(compress)
// this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
// this.stroke = "#014"
// this.isShielded = false;
// this.isDropPowerUp = true;
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
this.stroke = "#014"
this.isShielded = false;
this.isDropPowerUp = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff";
// ctx.globalCompositeOperation = "destination-in"; //in or atop
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.clip();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.clip();
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// // ctx.fillStyle = "#000";
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// ctx.fillStyle = "#000";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// } else {
// this.isShielded = true;
// this.isDropPowerUp = false;
// this.seePlayer.recall = false
// this.fill = "transparent"
// this.stroke = "transparent"
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// }
// }
// }
// },
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
} else {
this.isShielded = true;
this.isDropPowerUp = false;
this.seePlayer.recall = false
this.fill = "transparent"
this.stroke = "transparent"
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
ctx.fill();
}
}
}
},
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
@@ -3456,33 +3514,6 @@ const spawn = {
}
}
}
//invulnerable every other revolution
// me.isInvulnerable = false
// me.invulnerable = function() {
// //draw trigger angle
// if (this.laserAngle % (4 * Math.PI) > 2 * Math.PI) {
// if (!this.isInvulnerable) {
// this.isInvulnerable = true
// if (this.damageReduction) this.startingDamageReduction = this.damageReduction
// this.damageReduction = 0
// }
// } else if (this.isInvulnerable) {
// this.isInvulnerable = false
// this.damageReduction = this.startingDamageReduction
// }
// if (this.isInvulnerable) {
// ctx.beginPath();
// let vertices = this.vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
// ctx.lineTo(vertices[0].x, vertices[0].y);
// ctx.lineWidth = 20;
// ctx.strokeStyle = "rgba(255,255,255,0.7)";
// ctx.stroke();
// }
// }
me.do = function() {
this.invulnerable();
this.checkStatus();
@@ -3893,6 +3924,93 @@ const spawn = {
// }
};
},
timeBoss(x, y, radius = 50, isSpawnBossPowerUp = true) {
mobs.spawn(x, y, 0, radius, `hsl(0, 100%, 50%)`) // "rgb(201,202,225)");
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
me.restitution = 1
me.friction = 0
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map | cat.mob
Matter.Body.setVelocity(me, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
me.seePlayer.recall = 1;
spawn.spawnOrbitals(me, radius + 15, 1)
// me.skipRate = 1 + Math.floor(simulation.difficulty*0.02)
// spawn.shield(me, x, y, 1);
me.onDamage = function() {
if (this.health < this.nextHealthThreshold) {
this.health = this.nextHealthThreshold - 0.01
this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
this.invulnerableCount = 360 + simulation.difficulty * 4 //how long does invulnerable time last
this.isInvulnerable = true
this.damageReduction = 0
// requestAnimationFrame(() => { simulation.timePlayerSkip(300) }); //wrapping in animation frame prevents errors, probably
}
};
me.onDeath = function() {
if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
requestAnimationFrame(() => { simulation.timePlayerSkip(30) }); //wrapping in animation frame prevents errors, probably
};
me.cycle = Math.floor(360 * Math.random())
me.nextHealthThreshold = 0.75
me.invulnerableCount = 0
// console.log(me.mass) //100
me.do = function() {
this.cycle++
this.fill = `hsl(${this.cycle*0.5}, 100%, 80%)`;
// this.fill = `hsl(${270 + 50*Math.sin(this.cycle*0.02)}, 100%, 60%)`;
this.seePlayer.recall = 1
//maintain speed //faster in the vertical to help avoid repeating patterns
if (this.speed < 0.01) {
const unit = Vector.sub(player.position, this.position)
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(unit), 0.1));
} else {
if (Math.abs(this.velocity.y) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
if (Math.abs(this.velocity.x) < 6.5) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
}
if (this.isInvulnerable) {
this.invulnerableCount--
if (this.invulnerableCount < 0) {
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
}
//time dilation
if (!simulation.isTimeSkipping) {
requestAnimationFrame(() => { simulation.timePlayerSkip(1) }); //wrapping in animation frame prevents errors, probably
// if (!(simulation.cycle % 10))
//draw invulnerable
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 15 + 6 * Math.random();
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
ctx.stroke();
}
}
this.checkStatus();
//horizontal attraction
// const xMag = 0.0005
// if (player.position.x > this.position.x + 200) {
// this.force.x += xMag * this.mass;
// } else if (player.position.x < this.position.x - 200) {
// this.force.x -= xMag * this.mass;
// }
};
},
bounceBullet(x, y, velocity = { x: 0, y: 0 }, radius = 11, sides = 6) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
@@ -5668,7 +5786,7 @@ const spawn = {
x: Math.cos(time),
y: Math.sin(time)
}
Matter.Body.setPosition(this, Vector.add(who.position, Vector.mult(orbit, radius))) //bullets move with player
Matter.Body.setPosition(this, Vector.add(Vector.add(who.position, who.velocity), Vector.mult(orbit, radius))) //bullets move with player
//damage player
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
@@ -5685,26 +5803,24 @@ const spawn = {
}
};
},
orbitalBoss(x, y, radius = 88) {
orbitalBoss(x, y, radius = 70) {
const nodeBalance = Math.random()
const nodes = Math.min(15, Math.floor(2 + 4 * nodeBalance + 0.75 * Math.sqrt(simulation.difficulty)))
mobs.spawn(x, y, nodes, radius, "rgb(255,0,150)");
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 2000000;
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.frictionAir = 0.04;
me.accelMag = 0.0003 * simulation.accelScale
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
me.accelMag = 0.0007 * simulation.accelScale
spawn.shield(me, x, y, 1);
const rangeInnerVsOuter = Math.random()
let speed = (0.009 + 0.0011 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
let range = radius + 400 + 200 * rangeInnerVsOuter + nodes * 7
let range = radius + 300 + 200 * rangeInnerVsOuter + nodes * 7
for (let i = 0; i < nodes; i++) spawn.orbital(me, range, i / nodes * 2 * Math.PI, speed)
const orbitalIndexes = [] //find indexes for all the current nodes
for (let i = 0; i < nodes; i++) orbitalIndexes.push(mob.length - 1 - i)
@@ -5718,10 +5834,9 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerCheckByDistance();
this.seePlayerByHistory();
this.checkStatus();
this.attraction();
};

View File

@@ -602,9 +602,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isAmmoFromHealth && !tech.isEnergyNoAmmo
return !tech.isAmmoFromHealth
},
requires: "not catabolism, ideal gas law",
requires: "not catabolism",
effect() {
tech.isEnergyNoAmmo = true;
},
@@ -4661,9 +4661,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.implosion === -1 && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.isBoomBotUpgrade || tech.isTokamak)
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.isBoomBotUpgrade || tech.isTokamak)
},
requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation, implosion",
requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation",
effect: () => {
tech.isExplodeRadio = true; //iridium-192
},
@@ -4976,9 +4976,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode && tech.implosion === -1
return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode
},
requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, implosion",
requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics",
effect() {
tech.isNeutronBomb = true;
b.setGrenadeMode()
@@ -7106,7 +7106,7 @@ const tech = {
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation" && !m.isShipMode && !tech.isRewindAvoidDeath && !tech.isEnergyHealth && !tech.isTimeSkip
},
requires: "time dilation, not CPT symmetry, mass-energy, timelike",
requires: "time dilation, not CPT symmetry, mass-energy",
effect() {
tech.isRewindField = true;
m.fieldUpgrades[m.fieldMode].set()
@@ -7117,25 +7117,6 @@ const tech = {
if (this.count) m.fieldUpgrades[m.fieldMode].set()
}
},
// {
// name: "timelike",
// description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you immune to <strong class='color-harm'>harm</strong>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "time dilation" && !m.isShipMode && !tech.isRewindField
// },
// requires: "time dilation, not retrocausality",
// effect() {
// tech.isTimeSkip = true;
// },
// remove() {
// tech.isTimeSkip = false;
// }
// },
{
name: "Lorentz transformation",
description: `use ${powerUps.orb.research(3)}to increase your time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>50%</strong> faster`,
@@ -7887,6 +7868,33 @@ const tech = {
},
remove() {}
},
{
name: "closed timelike curve",
description: "spawn 5 <strong class='color-f'>field</strong> power ups, but every 12 seconds<br>teleport a second into your future<br>",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return true
},
requires: "",
effect() {
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
function loop() {
if (!simulation.paused && m.alive) {
if (!(simulation.cycle % 720)) {
requestAnimationFrame(() => { simulation.timePlayerSkip(60) }); //wrapping in animation frame prevents errors, probably
}
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
},
remove() {}
},
{
name: "discount",
description: "get 3 random <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",