tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
  releasing this early for feedback about balance and bugs

removed tech Pauli exclusion
  now the perfect diamagnatism coupling effect

snakeBoss tails are closer together
some bosses have a higher vision memory and response time

phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
  in many situations drain no longer scales with regen
  this might have some bad side effects, let me know

bug fixes
  made several tech effects not an arrow function
  timeSkip graphical glitches might be improved
This commit is contained in:
landgreen
2022-08-14 19:43:01 -07:00
parent fee9526268
commit 88f891250b
10 changed files with 450 additions and 352 deletions

View File

@@ -16,19 +16,19 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(5 * 4) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(1 * 4) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
// powerUps.research.changeRerolls(100000)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.setField("time dilation") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
m.setField("time dilation") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[0].ammo = 1000000
// tech.giveTech("sentry");
// tech.giveTech("MACHO");
// tech.giveTech("elephant's toothpaste")
// tech.giveTech("coupling");
// tech.giveTech("time crystals");
tech.giveTech("retrocausality")
// for (let i = 0; i < 1; ++i) tech.giveTech("slow light")
// for (let i = 0; i < 1; ++i) tech.giveTech("free-electron laser")
// m.damage(0.1);
@@ -37,7 +37,8 @@ const level = {
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
// spawn.starter(1900, -500, 200)
// spawn.snakeSpitBoss(1900, -400)
// spawn.beetleBoss(1900, -400)
// spawn.timeBoss(1900, -400)
// for (let i = 0; i < 15; ++i) spawn.starter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
// level.testing();
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
@@ -1134,10 +1135,10 @@ const level = {
player.isInPortal = this.portalPair
//teleport
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
Matter.Body.setPosition(player, this.portalPair.portal.position);
} else { //if at some odd angle
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
Matter.Body.setPosition(player, this.portalPair.position);
}
//rotate velocity
@@ -1325,7 +1326,7 @@ const level = {
//collision with player
if (this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak)) {
if (m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles;
m.immuneCycle = m.cycle + m.collisionImmuneCycles;
m.damage(damage)
simulation.drawList.push({ //add dmg to draw queue
x: player.position.x,
@@ -1357,7 +1358,7 @@ const level = {
if (this.height > 0 && Matter.Query.region([player], this).length) {
if (m.immuneCycle < m.cycle) {
const DRAIN = 0.0022 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
const DRAIN = 0.0032 * (tech.isRadioactiveResistance ? 0.25 : 1)
if (m.energy > DRAIN) {
m.energy -= DRAIN
// m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
@@ -10253,7 +10254,7 @@ const level = {
me.onDeath = function() {
//damage player if in range
if (distance(player.position, this.position) < pulseRadius && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
m.damage(0.02 * simulation.dmgScale);
}
simulation.drawList.push({ //add dmg to draw queue
@@ -10616,7 +10617,7 @@ const level = {
// Trolled
const hasCPT = tech.isRewindAvoidDeath;
tech.isRewindAvoidDeath = false;
const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen;
const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + 0.001;
if (m.energy > DRAIN && !tech.isEnergyHealth) {
m.energy -= DRAIN;
}
@@ -10698,7 +10699,7 @@ const level = {
if (this.isHeal) {
m.energy += 0.005;
} else {
m.energy = Math.max(m.energy - 0.007 - m.fieldRegen, 0);
m.energy = Math.max(m.energy - 0.006, 0);
if (m.energy <= 0.01 && m.immuneCycle < m.cycle) m.damage(0.002);
}
},
@@ -11640,7 +11641,7 @@ const level = {
// me.onDeath = function() {
// //damage player if in range
// if (distance(player.position, this.position) < pulseRadius && m.immuneCycle < m.cycle) {
// m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
// m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
// m.damage(0.02 * simulation.dmgScale);
// }
// simulation.drawList.push({ //add dmg to draw queue