explosion damage
all explosions do 33% more damage to mobs and 75% more damage to player boom bot explosions are 16% smaller laser-bot does 15% more damage missile bot fires 15% quicker tech: phase velocity also adds 15% wave damage (because it disables phonon is was a bad choice) many duplication tech add less duplication Maxwell's demon now requires current energy above your max to unlock power ups in the intro tube get pushed around a bit, this might stop them from sliding on the walls mines when they are stuck to walls no longer collide with blocks (to not block elevator) more bug fixes
This commit is contained in:
58
js/index.js
58
js/index.js
@@ -82,7 +82,6 @@ function getUrlVars() {
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return vars;
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}
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window.addEventListener('load', () => {
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const set = getUrlVars()
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if (Object.keys(set).length !== 0) {
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build.populateGrid() //trying to solve a bug with this, but maybe it doesn't help
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@@ -290,6 +289,7 @@ const build = {
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window.scrollTo(0, 0);
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},
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isExperimentSelection: false,
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isExperimentRun: false,
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choosePowerUp(who, index, type, isAllowed = false) {
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if (type === "gun") {
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let isDeselect = false
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@@ -360,24 +360,32 @@ const build = {
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const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
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// <div class="circle-grid-small research" style="position:absolute; top:13px; left:30px;opacity:0.85;"></div>
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if (tech.tech[i].isFieldTech) {
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techID.innerHTML = ` <div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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// <div class="circle-grid gun" style="position:absolute; top:-3px; left:-3px; opacity:1; height: 33px; width:33px;"></div>
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// <div class="circle-grid tech" style="position:absolute; top:5px; left:5px;opacity:1;height: 20px; width:20px;border: #fff solid 2px;"></div>
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// border: #fff solid 0px;
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} else if (tech.tech[i].isGunTech) {
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techID.innerHTML = ` <div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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} else if (tech.tech[i].isJunk) {
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// if (tech.tech[i].isFieldTech) {
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// techID.classList.remove('experiment-grid-hide');
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// techID.innerHTML = `
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// <div class="grid-title">
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// <span style="position:relative;">
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// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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// <div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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// </span>
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// ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}
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// </div>`
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// // <div class="circle-grid gun" style="position:absolute; top:-3px; left:-3px; opacity:1; height: 33px; width:33px;"></div>
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// // <div class="circle-grid tech" style="position:absolute; top:5px; left:5px;opacity:1;height: 20px; width:20px;border: #fff solid 2px;"></div>
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// // border: #fff solid 0px;
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// } else if (tech.tech[i].isGunTech) {
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// techID.classList.remove('experiment-grid-hide');
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// techID.innerHTML = `
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// <div class="grid-title">
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// <span style="position:relative;">
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// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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// <div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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// </span>
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// ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}
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// </div>`
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// } else
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if (tech.tech[i].isJunk) {
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// text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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techID.innerHTML = `<div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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} else if (tech.tech[i].isExperimentalMode) {
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@@ -394,6 +402,8 @@ const build = {
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techID.classList.remove("experiment-grid-disabled");
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techID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'tech')`);
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}
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// } else if (tech.tech[i].isGunTech || tech.tech[i].isFieldTech) {
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// techID.classList.add('experiment-grid-hide');
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} else { //disabled color
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// techID.innerHTML = `<div class="grid-title"> ${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
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// techID.innerHTML = `<div class="grid-title"> ${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
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@@ -459,8 +469,15 @@ const build = {
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text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
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}
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} else {
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// text += `<div id="tech-${i}" class="experiment-grid-module "><div class="grid-title">${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
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text += `<div id="tech-${i}" class="experiment-grid-module experiment-grid-disabled"><div class="grid-title"> ${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
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// if (tech.tech[i].isGunTech || tech.tech[i].isFieldTech) {
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// text += `<div id="tech-${i}" class="experiment-grid-module experiment-grid-disabled experiment-grid-hide"></div>` //built but hidden
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// } else {
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// text += `<div id="tech-${i}" class="experiment-grid-module experiment-grid-disabled"><div class="grid-title"> ${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
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// }
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// } else if (!tech.tech[i].isGunTech && !tech.tech[i].isFieldTech) {
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// text += `<div id="tech-${i}" class="experiment-grid-module "><div class="grid-title">${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
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}
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}
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}
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@@ -483,6 +500,7 @@ const build = {
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reset() {
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simulation.startGame(true); //starts game, but pauses it
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build.isExperimentSelection = true;
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build.isExperimentRun = true;
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simulation.paused = true;
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m.setField(0)
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b.inventory = []; //removes guns and ammo
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