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

@@ -280,10 +280,15 @@ const b = {
},
fireCDscale: 1,
setFireCD() {
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage * m.fieldFireRate
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
if (m.fieldMode === 0) {
b.fireCDscale *= 0.8 ** (m.coupling)
} else if (m.fieldMode === 6) {
b.fireCDscale *= 0.75 * 0.8 ** (m.coupling)
}
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
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.82, b.inventory.length)
if (tech.isFireMoveLock) b.fireCDscale *= 0.55
},
fireAttributes(dir, rotate = true) {
if (rotate) {
@@ -4876,7 +4881,7 @@ const b = {
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
if (DIST < tech.isPlasmaRange * 450 && m.energy > this.drainThreshold) {
m.energy -= 0.00035 + m.fieldRegen //0.004; //normal plasma field is 0.00008 + m.fieldRegen = 0.00108
m.energy -= 0.00135 //0.004; //normal plasma field is 0.00008 + m.fieldRegen = 0.00108
// if (m.energy < 0) {
// m.fieldCDcycle = m.cycle + 120;
// m.energy = 0;
@@ -5866,7 +5871,7 @@ const b = {
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
const damage = 2 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
const damage = 1.8 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
//draw wave
@@ -5959,7 +5964,7 @@ const b = {
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
const damage = 2 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
const damage = 1.8 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
@@ -7024,7 +7029,6 @@ const b = {
this.fire = () => {
const drain = 0.01 * (tech.isCapacitor ? 10 : 1) / b.fireCDscale
if (m.energy > drain) {
// m.energy -= m.fieldRegen
if (this.charge < 50 * m.maxEnergy) {
m.energy -= drain
this.charge += drain * 100
@@ -7106,7 +7110,7 @@ const b = {
// b.photon({ x: m.pos.x + 23 * Math.cos(m.angle), y: m.pos.y + 23 * Math.sin(m.angle) }, m.angle)
// },
fireLaser() {
const drain = m.fieldRegen + tech.laserDrain / b.fireCDscale
const drain = 0.001 + tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
@@ -7124,7 +7128,7 @@ const b = {
},
firePulse() {},
fireSplit() {
const drain = m.fieldRegen + tech.laserDrain / b.fireCDscale
const drain = 0.001 + tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
@@ -7149,7 +7153,7 @@ const b = {
}
},
fireWideBeam() {
const drain = m.fieldRegen + tech.laserDrain / b.fireCDscale
const drain = 0.001 + tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
@@ -7214,7 +7218,7 @@ const b = {
}
},
fireHistory() {
drain = m.fieldRegen + tech.laserDrain / b.fireCDscale
drain = 0.001 + tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {

View File

@@ -42,7 +42,7 @@ function playerOnGroundCheck(event) {
//falling damage
if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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
}
} else {
m.yOffGoal = m.yOffWhen.stand;
@@ -148,7 +148,7 @@ function collisionChecks(event) {
if (tech.isPiezo) m.energy += 20.48;
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit();
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
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, {
@@ -162,7 +162,7 @@ function collisionChecks(event) {
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + tech.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
mob[k].death();
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
@@ -224,7 +224,7 @@ function collisionChecks(event) {
}
}
let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1) * ((m.fieldMode === 0 || m.fieldMode === 8) ? 1 + 0.4 * m.coupling : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);

View File

@@ -226,6 +226,17 @@ for (let i = 0, len = tech.tech.length; i < len; i++) {
}
const build = {
pauseGrid() {
//used for junk estimation
let junkCount = 0
let totalCount = 0
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
totalCount += tech.tech[i].frequency
if (tech.tech[i].isJunk) junkCount += tech.tech[i].frequency
}
}
// ${m.coupling> 0 ? '<br>'+m.couplingDescription(): ""}
//left side
let botText = ""
if (tech.nailBotCount) botText += `<br>nail-bots: ${tech.nailBotCount}`
@@ -248,13 +259,14 @@ const build = {
<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%
<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)}
${m.coupling> 0 ? '<br>'+m.couplingDescription(): ""}
${botText}
<br>
<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)})
<br><strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
<br><strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)}) +(${(m.fieldRegen*6000).toFixed(0)}/s)
<br><strong class='color-g'>gun</strong>: ${b.activeGun === null || b.activeGun === undefined ? "undefined":b.guns[b.activeGun].name} &nbsp; <strong class='color-g'>ammo</strong>: ${b.activeGun === null || b.activeGun === undefined ? "0":b.guns[b.activeGun].ammo}
<br><strong class='color-m'>tech</strong>: ${tech.totalCount} &nbsp; <strong class='color-r'>research</strong>: ${powerUps.research.count}
<br><strong class='color-j'>JUNK</strong>: ${(junkCount / totalCount * 100).toFixed(1)}%
<br>
<br>seed: ${Math.initialSeed}
<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${m.cycle} cycles
@@ -972,7 +984,7 @@ window.addEventListener("keydown", function(event) {
if (m.alive && localSettings.loreCount > 0) {
if (simulation.difficultyMode > 4) {
simulation.makeTextLog("<em>testing mode disabled for this difficulty</em>");
// break
break
}
if (simulation.testing) {
simulation.testing = false;
@@ -1281,6 +1293,7 @@ if (localSettings.isAllowed && !localSettings.isEmpty) {
}
document.getElementById("fps-select").value = localSettings.fpsCapDefault
if (!localSettings.banList) localSettings.banList = ""
if (localSettings.banList.length === 0 || localSettings.banList === "undefined") {
localSettings.banList = ""
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage

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

View File

@@ -235,7 +235,10 @@ const mobs = {
// })
// }
// },
mobSpawnWithHealth: 1,
setMobSpawnHealth() {
mobs.mobSpawnWithHealth = 0.87 ** (tech.mobSpawnWithHealth) //+ (m.fieldMode === 0 || m.fieldMode === 7) * m.coupling
},
//**********************************************************************************************
//**********************************************************************************************
spawn(xPos, yPos, sides, radius, color) {
@@ -256,7 +259,7 @@ const mobs = {
onHit: undefined,
alive: true,
index: i,
health: tech.mobSpawnWithHealth,
health: mobs.mobSpawnWithHealth,
showHealthBar: true,
accelMag: 0.001 * simulation.accelScale,
cd: 0, //game cycle when cooldown will be over
@@ -602,7 +605,7 @@ const mobs = {
const hitPlayer = Matter.Query.ray([player], this.position, Vector.add(this.position, Vector.mult(perp, radius * 2.05)), minorRadius)
if (hitPlayer.length && m.immuneCycle < m.cycle) {
m.damage(dmg * simulation.dmgScale);
// m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
// m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
}
},
searchSpring() {

View File

@@ -56,12 +56,20 @@ const m = {
light: 100,
},
setFillColors() {
this.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 25}%)`
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 25}%)`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(1, m.fillColor);
this.bodyGradient = grd
m.bodyGradient = grd
},
setFillColorsAlpha(alpha = 0.5) {
m.fillColor = `hsla(${m.color.hue},${m.color.sat}%,${m.color.light}%,${alpha})`
m.fillColorDark = `hsla(${m.color.hue},${m.color.sat}%,${m.color.light - 25}%,${alpha})`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(1, m.fillColor);
m.bodyGradient = grd
},
height: 42,
yOffWhen: {
@@ -498,7 +506,7 @@ const m = {
},
baseHealth: 1,
setMaxHealth() {
m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth
m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth + (m.fieldMode === 0 || m.fieldMode === 5) * 0.5 * m.coupling
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
if (m.health > m.maxHealth) m.health = m.maxHealth;
@@ -532,6 +540,7 @@ const m = {
if (tech.isEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) dmg *= 0.87 // 1 - 0.15
}
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.75 ** m.coupling
return dmg
},
rewind(steps) { // m.rewind(Math.floor(Math.min(599, 137 * m.energy)))
@@ -599,7 +608,7 @@ const m = {
}
}
m.energy = Math.max(m.energy - steps / 150, 0.01)
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
let isDrawPlayer = true
const shortPause = function() {
@@ -647,6 +656,7 @@ const m = {
}
}
},
collisionImmuneCycles: 30,
damage(dmg) {
if (tech.isRewindAvoidDeath && m.energy > 0.6 && dmg > 0.01) {
const steps = Math.floor(Math.min(299, 150 * m.energy))
@@ -845,7 +855,7 @@ const m = {
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
@@ -873,7 +883,7 @@ const m = {
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
@@ -902,7 +912,6 @@ const m = {
// these values are set on reset by setHoldDefaults()
fieldFx: 1,
fieldJump: 1,
fieldFireRate: 1,
blockingRecoil: 4,
grabPowerUpRange2: 0,
isFieldActive: false,
@@ -935,7 +944,7 @@ const m = {
fieldArc: 0,
fieldThreshold: 0,
calculateFieldThreshold() {
m.fieldThreshold = Math.cos(m.fieldArc * Math.PI)
m.fieldThreshold = Math.cos((m.fieldArc) * Math.PI)
},
setHoldDefaults() {
if (tech.isFreeWormHole && m.fieldUpgrades[m.fieldMode].name !== "wormhole") {
@@ -947,7 +956,6 @@ const m = {
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
}
if (m.energy < m.maxEnergy) m.energy = m.maxEnergy;
// m.fieldRegen = 0.001
m.fieldMeterColor = "#0cf"
m.eyeFillColor = m.fieldMeterColor
m.fieldShieldingScale = 1;
@@ -956,7 +964,6 @@ const m = {
m.lastHit = 0
m.isSneakAttack = false
m.duplicateChance = 0
powerUps.setDupChance();
m.grabPowerUpRange2 = 156000;
m.blockingRecoil = 4;
m.fieldRange = 155;
@@ -965,10 +972,9 @@ 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.setFieldRegen();
m.setMovement();
m.drop();
m.holdingMassScale = 0.5;
@@ -976,7 +982,7 @@ const m = {
m.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
m.isBodiesAsleep = true;
m.wakeCheck();
m.setMaxEnergy();
m.couplingChange()
m.hole = {
isOn: false,
isReady: false,
@@ -991,12 +997,12 @@ const m = {
}
},
setMaxEnergy() {
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 0.6 * (m.fieldUpgrades[m.fieldMode].name === "standing wave")
m.maxEnergy = (m.fieldMode === 0 || m.fieldMode === 1) * 0.4 * m.coupling + (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 0.6 * (m.fieldUpgrades[m.fieldMode].name === "standing wave")
// if (tech.isEnergyHealth) m.maxEnergy *= Math.sqrt(m.harmReduction())
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
},
fieldMeterColor: "#0cf",
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
drawRegenEnergy(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
if (m.energy < m.maxEnergy) {
m.regenEnergy();
ctx.fillStyle = bgColor;
@@ -1014,8 +1020,8 @@ const m = {
ctx.fillRect(xOff, yOff, range * m.energy, 10);
}
},
drawFieldMeterCloaking: function() {
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
drawRegenEnergyCloaking: function() {
if (m.energy < m.maxEnergy) { // replaces m.drawRegenEnergy() with custom code
m.regenEnergy();
const xOff = m.pos.x - m.radius * m.maxEnergy
const yOff = m.pos.y - 50
@@ -1030,7 +1036,22 @@ const m = {
ctx.stroke();
}
},
regenEnergy: function() { //used in drawFieldMeter // rewritten by some tech
setFieldRegen() {
if (m.fieldMode === 6) {
m.fieldRegen = 0.003 //18 energy per second
} else if (m.fieldMode === 4) {
m.fieldRegen = 0.002 //12 energy per second
} else {
m.fieldRegen = 0.001 //6 energy per second
}
if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.001 * m.coupling
if (tech.isTimeCrystals) {
m.fieldRegen *= 3
} else if (tech.isGroundState) {
m.fieldRegen *= 0.5
}
},
regenEnergy: function() { //used in drawRegenEnergy // rewritten by some tech
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
},
@@ -1428,7 +1449,6 @@ const m = {
}
},
lookForPickUp() { //find body to pickup
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen;
const grabbing = {
targetIndex: null,
targetRange: 150,
@@ -1521,27 +1541,61 @@ const m = {
couplingDescription() {
switch (m.fieldMode) {
case 0: //field emitter
return `gain the effects of all <strong class='color-f'>fields</strong>`
return `gain the effects of <strong>all</strong> other <strong class='color-f'>fields</strong>`
case 1: //standing wave
return `<strong>+20</strong> max <strong class='color-f'>energy</strong> per <strong class='color-coupling'>coupling</strong>`
return `<strong>+40</strong> max <strong class='color-f'>energy</strong> per <strong class='color-coupling'>coupling</strong>`
case 2: //perfect diamagnetism
return `<strong>+10°</strong> <strong>arc</strong> per <strong class='color-coupling'>coupling</strong>`
return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+3</strong> seconds post collision per <strong class='color-coupling'>coupling</strong></span>`
case 3: //negative mass
return `<strong>+25%</strong> <strong class='color-defense'>defense</strong> per <strong class='color-coupling'>coupling</strong>`
return `<strong>+20%</strong> <strong class='color-defense'>defense</strong> per <strong class='color-coupling'>coupling</strong>`
case 4: //assembler
return `generate <strong>4</strong> <strong class='color-f'>energy</strong> per second per <strong class='color-coupling'>coupling</strong>`
return `generate <strong>6</strong> <strong class='color-f'>energy</strong> per second per <strong class='color-coupling'>coupling</strong>`
case 5: //plasma
return `<strong>+13%</strong> <strong class='color-d'>damage</strong> per <strong class='color-coupling'>coupling</strong>`
return `<strong>+50</strong> max <strong class='color-h'>health</strong> per <strong class='color-coupling'>coupling</strong>`
case 6: //time dilation
return `<strong>+20%</strong> <strong><em>fire rate</em></strong> per <strong class='color-coupling'>coupling</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
case 7: //cloaking
return `remove <strong>+10%</strong> mob <strong>durability</strong> per <strong class='color-coupling'>coupling</strong>`
return `<strong>+15%</strong> <strong class='color-d'>damage</strong> per <strong class='color-coupling'>coupling</strong>`
case 8: //pilot wave
return `________ per <strong class='color-coupling'>coupling</strong>`
return `<strong>+40%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> per <strong class='color-coupling'>coupling</strong>`
case 9: //wormhole
return `<strong>+5%</strong> <strong class='color-dup'>duplication</strong> per <strong class='color-coupling'>coupling</strong>`
}
},
couplingChange() {
m.setMaxEnergy();
m.setMaxHealth();
m.setFieldRegen()
mobs.setMobSpawnHealth();
powerUps.setDupChance();
b.setFireCD();
m.collisionImmuneCycles = 30 + m.coupling * 180
// switch (m.fieldMode) {
// case 0: //field emitter
// // m.fieldFireRate = 0.8 ** (m.coupling)
// // b.setFireCD();
// break
// // case 1: //standing wave
// // break
// // case 2: //perfect diamagnetism
// // break
// // case 3: //negative mass
// // break
// // case 4: //assembler
// // break
// // case 5: //plasma
// // break
// case 6: //time dilation
// // m.fieldFireRate = 0.75 * 0.8 ** (m.coupling)
// break
// // case 7: //cloaking
// // break
// // case 8: //pilot wave
// // break
// // case 9: //wormhole
// // break
// }
},
setField(index) {
if (isNaN(index)) { //find index by name
let found = false
@@ -1572,6 +1626,7 @@ const m = {
m.holding();
m.throwBlock();
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > 0.05) {
@@ -1583,7 +1638,7 @@ const m = {
} 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)
}
m.drawFieldMeter()
m.drawRegenEnergy()
}
}
},
@@ -1667,6 +1722,7 @@ const m = {
m.holding();
m.throwBlock();
} else if ((input.field) && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
@@ -1686,7 +1742,7 @@ const m = {
}
m.harmonicShield()
}
m.drawFieldMeter()
m.drawRegenEnergy()
}
}
},
@@ -1835,6 +1891,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
m.fieldPosition = { x: m.pos.x, y: m.pos.y }
@@ -1883,8 +1940,8 @@ const m = {
m.perfectPush(true);
}
}
// m.drawFieldMeter()
m.drawFieldMeter("rgba(0,0,0,0.2)")
// m.drawRegenEnergy()
m.drawRegenEnergy("rgba(0,0,0,0.2)")
if (tech.isPerfectBrake) { //cap mob speed around player
const range = 200 + 140 * wave + 150 * m.energy
for (let i = 0; i < mob.length; i++) {
@@ -1925,6 +1982,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //push away
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
const DRAIN = 0.00035
@@ -2035,8 +2093,8 @@ const m = {
// }
// }
// }
//draw zero-G range
if (!simulation.isTimeSkipping) {
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI);
ctx.fillStyle = "#f5f5ff";
@@ -2044,6 +2102,7 @@ const m = {
ctx.fill();
ctx.globalCompositeOperation = "source-over";
}
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
this.fieldDrawRadius = 0
@@ -2051,7 +2110,7 @@ const m = {
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)
this.fieldDrawRadius = 0
}
m.drawFieldMeter("rgba(0,0,0,0.2)")
m.drawRegenEnergy("rgba(0,0,0,0.2)")
}
}
},
@@ -2136,6 +2195,7 @@ const m = {
m.holding();
m.throwBlock();
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > 0.05) {
@@ -2147,8 +2207,7 @@ const m = {
} 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)
}
m.regenEnergy()
m.drawFieldMeter()
m.drawRegenEnergy()
}
}
},
@@ -2177,7 +2236,7 @@ const m = {
// } 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)
// }
// m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
// m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
// if (tech.isExtruder) {
// if (input.field) {
@@ -2434,6 +2493,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
@@ -2514,7 +2574,7 @@ const m = {
m.plasmaBall.fire()
}
}
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
m.plasmaBall.do()
}
} else if (tech.isExtruder) {
@@ -2525,6 +2585,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
b.extruder();
@@ -2533,7 +2594,7 @@ const m = {
} 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)
}
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
if (input.field) {
b.wasExtruderOn = true
} else {
@@ -2565,6 +2626,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
b.plasma();
@@ -2573,7 +2635,7 @@ const m = {
} 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)
}
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
}
}
},
@@ -2592,9 +2654,6 @@ const m = {
// m.fieldMeterColor = "#ff0"
m.fieldMeterColor = "#3fe"
m.eyeFillColor = m.fieldMeterColor
m.fieldFireRate = 0.75
b.setFireCD();
m.fieldFx = 1.2
m.fieldJump = 1.09
m.setMovement();
@@ -2654,6 +2713,9 @@ const m = {
m.throwBlock();
m.wakeCheck();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
const drain = 0.002
if (m.energy > drain) m.energy -= drain
m.grabPowerUp();
if (this.rewindCount === 0) m.lookForPickUp();
@@ -2716,13 +2778,11 @@ const m = {
this.rewindCount = 0;
m.wakeCheck();
}
if (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
m.drawFieldMeter() // this calls m.regenEnergy(); also
m.drawRegenEnergy() // this calls m.regenEnergy(); also
}
} else {
m.fieldFire = true;
m.isBodiesAsleep = false;
m.drain = 0.002
m.hold = function() {
if (m.isHolding) {
m.wakeCheck();
@@ -2730,17 +2790,16 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) {
const drain = 0.0026
if (m.energy > drain) m.energy -= drain
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > m.drain) {
m.energy -= m.drain;
if (m.energy < m.drain) { //out of energy
m.lookForPickUp(); //this drains energy 0.001
if (m.energy > drain) {
timeStop();
} else { //holding, but field button is released
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
m.wakeCheck();
}
timeStop();
} else { //holding, but field button is released
m.wakeCheck();
}
} else if (tech.isTimeStop && player.speed < 1 && m.onGround && m.fireCDcycle < m.cycle && !input.fire) {
@@ -2765,9 +2824,7 @@ const m = {
m.wakeCheck();
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 (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
if (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
m.drawFieldMeter()
m.drawRegenEnergy()
}
}
},
@@ -2813,6 +2870,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold and field button is pressed
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding target exists, and field button is not pressed
@@ -2825,6 +2883,15 @@ const m = {
if (m.fireCDcycle + 30 < m.cycle && !input.fire) { //automatically cloak if not firing
if (!m.isCloak) {
m.isCloak = true //enter cloak
// m.color = {
// hue: 0,
// sat: 0,
// light: 100
// }
// m.setFillColorsAlpha(0)
m.enterCloakCycle = m.cycle
if (tech.isCloakHealLastHit && m.lastHit > 0) {
const heal = Math.min(0.75 * m.lastHit, m.energy)
@@ -2914,7 +2981,7 @@ const m = {
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
}
}
this.drawFieldMeterCloaking()
this.drawRegenEnergyCloaking()
//show sneak attack status
// if (m.cycle > m.lastKillCycle + 240) {
// if (m.sneakAttackCharge > 0) {
@@ -3258,7 +3325,7 @@ const m = {
m.fieldOn = false
m.fieldRadius = 0
}
m.drawFieldMeter("rgba(0,0,0,0.2)")
m.drawRegenEnergy("rgba(0,0,0,0.2)")
}
}
},
@@ -3685,7 +3752,7 @@ const m = {
// } else {
// m.hole.isReady = true;
// }
m.drawFieldMeter()
m.drawRegenEnergy()
}
},
@@ -3771,7 +3838,7 @@ const m = {
// 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)
// }
// }
// m.drawFieldMeter()
// m.drawRegenEnergy()
// },
},
],
@@ -3955,7 +4022,7 @@ const m = {
//body
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
@@ -3998,7 +4065,7 @@ const m = {
if (tech.isPiezo) m.energy += 20.48;
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit();
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
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, {

View File

@@ -825,15 +825,20 @@ const powerUps = {
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
//used for junk estimation
let junkCount = 0
let totalCount = 0
let options = []; //generate all options
optionLengthNoDuplicates = 0
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
totalCount += tech.tech[i].frequency
if (tech.tech[i].isJunk) junkCount += tech.tech[i].frequency
if (tech.tech[i].frequency > 0) optionLengthNoDuplicates++
for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
}
}
// console.log(optionLengthNoDuplicates, options.length)
function removeOption(index) {
for (let i = options.length; i > -1; i--) {
@@ -1202,7 +1207,7 @@ const powerUps = {
randomPowerUpCounter: 0,
spawnBossPowerUp(x, y) { //boss spawns field and gun tech upgrades
if (level.levels[level.onLevel] !== "final") {
if (m.fieldMode === 0) {
if (m.fieldMode === 0 && !m.coupling) {
powerUps.spawn(x, y, "field")
} else {
powerUps.randomPowerUpCounter++;

View File

@@ -241,6 +241,7 @@ const spawn = {
tech.isHarmMACHO = false;
}
me.do = function() {
if (!simulation.isTimeSkipping) {
const sine = Math.sin(simulation.cycle * 0.015)
this.radius = 370 * (1 + 0.1 * sine)
//chase player
@@ -281,6 +282,7 @@ const spawn = {
ctx.lineWidth = 1;
ctx.stroke();
}
}
},
WIMP(x = level.exit.x + tech.wimpCount * 200 * (Math.random() - 0.5), y = level.exit.y + tech.wimpCount * 200 * (Math.random() - 0.5)) { //immortal mob that follows player //if you have the tech it spawns at start of every level at the exit
mobs.spawn(x, y, 3, 0.1, "transparent");
@@ -1296,7 +1298,7 @@ const spawn = {
// Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.seePlayerFreq = 20
me.seePlayerFreq = 17
me.lockedOn = null;
if (vertices === 9) {
//on primary spawn
@@ -1359,7 +1361,7 @@ const spawn = {
y: 0
})
}
this.seePlayerByHistory();
this.seePlayerByHistory(50);
this.attraction();
this.checkStatus();
};
@@ -2724,7 +2726,7 @@ const spawn = {
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.0006 + 0.0007 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.05;
me.frictionAir = 0.04;
// me.seePlayerFreq = 40 + Math.floor(13 * Math.random())
me.memory = 240;
me.restitution = 1;
@@ -2761,7 +2763,7 @@ const spawn = {
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.4;
const turn = 0.00003 * this.inertia
const turn = 0.000025 * this.inertia
if (c > threshold) {
this.torque += turn;
} else if (c < -threshold) {
@@ -2793,7 +2795,7 @@ const spawn = {
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.00045 + 0.0005 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.05;
me.seePlayerFreq = 20
me.seePlayerFreq = 13
me.memory = 420;
me.restitution = 1;
me.frictionStatic = 0;
@@ -2902,7 +2904,7 @@ const spawn = {
}
};
me.do = function() {
this.seePlayerByHistory()
this.seePlayerByHistory(50)
this.checkStatus();
if (this.isInvulnerable) {
this.invulnerableCount--
@@ -3329,7 +3331,7 @@ const spawn = {
}
me.do = function() {
// this.armor();
this.seePlayerByHistory()
this.seePlayerByHistory(40)
if (this.nextBlinkCycle < simulation.cycle && this.seePlayer.yes) { //teleport towards the player
this.nextBlinkCycle = simulation.cycle + this.delay;
const dist = Vector.sub(this.seePlayer.position, this.position);
@@ -4424,13 +4426,13 @@ const spawn = {
}
//time dilation
if (!simulation.isTimeSkipping) {
// requestAnimationFrame(() => {
// simulation.timePlayerSkip(2)
// m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
// }); //wrapping in animation frame prevents errors, probably
requestAnimationFrame(() => {
simulation.timePlayerSkip(2)
m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
}); //wrapping in animation frame prevents errors, probably
// simulation.timePlayerSkip(2)
// m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
//draw invulnerable
ctx.beginPath();
@@ -4516,7 +4518,7 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
this.seePlayerByHistory();
this.seePlayerByHistory(40);
this.attraction();
this.checkStatus();
this.sword() //does various things depending on what stage of the sword swing
@@ -5659,7 +5661,7 @@ const spawn = {
// spawn.seeker(where.x, where.y); //give the bullet a rotational velocity as if they were attached to a vertex
};
me.do = function() {
this.seePlayerByHistory();
this.seePlayerByHistory(60);
this.attraction();
this.checkStatus();
this.eventHorizon = 900 + 200 * Math.sin(simulation.cycle * 0.005)
@@ -5673,12 +5675,14 @@ const spawn = {
// // simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
// }); //wrapping in animation frame prevents errors, probably
// requestAnimationFrame(() => {
//
// simulation.timePlayerSkip(1)
// m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
// }); //wrapping in animation frame prevents errors, probably
requestAnimationFrame(() => {
simulation.timePlayerSkip(1)
}); //wrapping in animation frame prevents errors, probably
m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
ctx.beginPath();
@@ -5925,12 +5929,11 @@ const spawn = {
};
},
snakeSpitBoss(x, y, radius = 50) {
const nodes = Math.min(8 + Math.ceil(0.5 * simulation.difficulty), 40)
let angle = Math.PI
let mag = 300
const tailRadius = 300
const color1 = "rgb(235,180,255)"
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
mobs.spawn(x + tailRadius * Math.cos(angle), y + tailRadius * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 + 0.0004 * Math.sqrt(simulation.accelScale)
@@ -5938,7 +5941,7 @@ const spawn = {
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.0022 + 0.00022 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.startingDamageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = 0.14 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0
me.isInvulnerable = true
@@ -5956,7 +5959,7 @@ const spawn = {
me.cycle = 0
me.do = function() {
// this.armor();
this.seePlayerByHistory()
this.seePlayerByHistory(40)
this.checkStatus();
this.attraction();
this.cycle++
@@ -6017,24 +6020,19 @@ const spawn = {
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
angle -= 0.07
let previousTailID = 0
const damping = 1
const stiffness = 1
const nodes = Math.min(10 + Math.ceil(0.6 * simulation.difficulty), 60)
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= (i < 2) ? -15 : 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), i === 0 ? 25 : 20);
// mag -= 5
// spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
angle -= 0.1
spawn.snakeBody(x + tailRadius * Math.cos(angle), y + tailRadius * Math.sin(angle), i === 0 ? 25 : 20);
if (i < 3) mob[mob.length - 1].snakeHeadID = me.id
mob[mob.length - 1].previousTailID = previousTailID
previousTailID = mob[mob.length - 1].id
}
const damping = 1
const stiffness = 1
this.constrain2AdjacentMobs(nodes, stiffness, false, damping);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
if (i % 2) {
mob[i].fill = "#778"
@@ -6064,21 +6062,21 @@ const spawn = {
damping: damping
});
Composite.add(engine.world, consBB[consBB.length - 1]);
// spawn.shield(me, x, y, 1);
},
dragonFlyBoss(x, y, radius = 42) { //snake boss with a laser head
let angle = Math.PI
let mag = 300
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, "#000"); //"rgb(55,170,170)"
const tailRadius = 300
mobs.spawn(x + tailRadius * Math.cos(angle), y + tailRadius * Math.sin(angle), 8, radius, "#000"); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.00165 + 0.00011 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.startingDamageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = 0.14 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0
me.isInvulnerable = true
me.accelMag = 0.0001 + 0.0004 * Math.sqrt(simulation.accelScale)
me.accelMag = 0.00008 + 0.00045 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.seePlayerFreq = 13
me.flapRate = 0.4
me.flapArc = 0.2 //don't go past 1.57 for normal flaps
me.wingLength = 150
@@ -6092,7 +6090,7 @@ const spawn = {
}
};
me.do = function() {
this.seePlayerByHistory()
this.seePlayerByHistory(40)
this.checkStatus();
this.attraction();
@@ -6118,26 +6116,24 @@ const spawn = {
this.wing(a - Math.PI / 2 + this.angleOff + this.flapArc * Math.sin(simulation.cycle * this.flapRate), this.wingLength, this.ellipticity)
this.wing(a + Math.PI / 2 - this.angleOff - this.flapArc * Math.sin(simulation.cycle * this.flapRate), this.wingLength, this.ellipticity)
};
angle -= 0.1
mag -= 10
angle -= 0.07
let previousTailID = 0
const nodes = Math.min(8 + Math.ceil(0.5 * simulation.difficulty), 40)
const nodes = Math.min(10 + Math.ceil(0.6 * simulation.difficulty), 60)
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= (i < 2) ? -15 : 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), i === 0 ? 25 : 20);
if (i < 3) mob[mob.length - 1].snakeHeadID = me.id
if (i === 0) me.snakeBody1 = mob[mob.length - 1] //track this segment, so the difference in position between this segment and the head can be used to angle the wings
mob[mob.length - 1].previousTailID = previousTailID
previousTailID = mob[mob.length - 1].id
angle -= 0.1
spawn.snakeBody(x + tailRadius * Math.cos(angle), y + tailRadius * Math.sin(angle), i === 0 ? 25 : 20);
const who = mob[mob.length - 1]
who.fill = `hsl(${160+40*Math.random()}, 100%, ${5 + 25*Math.random()*Math.random()}%)`
if (i < 3) who.snakeHeadID = me.id
if (i === 0) me.snakeBody1 = who //track this segment, so the difference in position between this segment and the head can be used to angle the wings
who.previousTailID = previousTailID
previousTailID = who.id
}
const damping = 1
const stiffness = 1
this.constrain2AdjacentMobs(nodes, stiffness, false, damping);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
mob[i].fill = `hsla(${160+40*Math.random()}, 100%, ${5 + 25*Math.random()*Math.random()}%, 0.9)`
}
//constraint with first 3 mobs in line
//constraint with first few mobs in tail
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes],
bodyB: mob[mob.length - 1 - nodes],
@@ -6159,13 +6155,12 @@ const spawn = {
damping: damping
});
Composite.add(engine.world, consBB[consBB.length - 1]);
// spawn.shield(me, x, y, 1);
},
snakeBody(x, y, radius = 10) {
mobs.spawn(x, y, 8, radius, "rgba(0,180,180,0.4)");
let me = mob[mob.length - 1];
me.collisionFilter.mask = cat.bullet | cat.player //| cat.mob //| cat.body
me.damageReduction = 0.015
me.damageReduction = 0.021
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
// me.accelMag = 0.0007 * simulation.accelScale;

View File

@@ -78,37 +78,20 @@ const tech = {
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1)
// }
// },
addJunkTechToPool(chance) { //chance is number between 0-1
// { //count JUNK
// let count = 0
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && tech.tech[i].isJunk && tech.tech[i].frequency > 0) count += tech.tech[i].frequency
// }
// console.log(count)
// }
// { //count not JUNK
// let count = 0
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk && tech.tech[i].frequency > 0) count++
// }
// console.log(count)
// }
// count total non junk tech
id = "github"
let count = 0
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk) count += tech.tech[i].frequency
}
addJunkTechToPool(percent) { //percent is number between 0-1
//make an array for possible junk tech to add
let options = [];
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].isJunk) options.push(i);
}
//add random array options to tech pool
if (options.length) {
const num = chance * count //scale number added
for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++
let countNonJunk = 0 // count total non junk tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk) countNonJunk += tech.tech[i].frequency
}
const num = percent * countNonJunk //scale number added
console.log(num)
for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++ //add random array options to tech pool
simulation.makeTextLog(`<span class='color-var'>tech</span>.tech.push(${num.toFixed(0)} <span class='color-text'>JUNK</span>)`)
return num
} else {
@@ -162,7 +145,7 @@ const tech = {
if (tech.isMetaAnalysis && tech.tech[index].isJunk) {
simulation.makeTextLog(`//tech: meta-analysis replaced junk tech with random tech`);
tech.giveTech('random')
for (let i = 0; i < 3; i++) powerUps.spawn(m.pos.x + 40 * Math.random(), m.pos.y + 40 * Math.random(), "research");
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * Math.random(), m.pos.y + 40 * Math.random(), "research");
return
}
@@ -225,6 +208,7 @@ const tech = {
},
damageFromTech() {
let dmg = 1 //m.fieldDamage
if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 7)) dmg *= 1 + 0.15 * m.coupling
if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
if (tech.isNoDraftPause) dmg *= 1.34
if (tech.isCloakingDamage) dmg *= 1.35
@@ -257,7 +241,7 @@ const tech = {
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication * (1 - 0.016 * (simulation.difficultyMode ** 2)))
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication * (1 - 0.016 * (simulation.difficultyMode ** 2)) + (m.fieldMode === 0 || m.fieldMode === 9) * 0.05 * m.coupling)
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
@@ -306,41 +290,7 @@ const tech = {
}
}
},
tech: [
// {
// name: "field coupling",
// descriptionFunction() {
// return `<strong>+1</strong> <strong class='color-f'>field</strong> <strong class='color-coupling'>coupling</strong> (${m.fieldUpgrades[m.fieldMode].name})<br>${ m.couplingDescription()}`
// },
// // isFieldTech: true,
// maxCount: 9,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return (build.isExperimentSelection || powerUps.research.count > 1)
// },
// requires: "",
// // researchUsed: 0,
// // couplingToResearch: 0.1,
// effect() {
// m.coupling++
// // while (powerUps.research.count > 0) {
// // powerUps.research.changeRerolls(-1)
// // this.researchUsed++
// // m.coupling += this.couplingToResearch
// // }
// },
// remove() {
// m.coupling = 0
// // if (this.count) {
// // m.coupling -= this.researchUsed * this.couplingToResearch
// // powerUps.research.changeRerolls(this.researchUsed)
// // this.researchUsed = 0
// // }
// }
// },
{
tech: [{
name: "ordnance",
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
maxCount: 1,
@@ -449,7 +399,7 @@ const tech = {
},
{
name: "active cooling",
description: "for each <strong class='color-g'>gun</strong> in your inventory<br><strong>+20%</strong> <strong><em>fire rate</em></strong>",
description: "for each <strong class='color-g'>gun</strong> in your inventory<br><strong>+18%</strong> <strong><em>fire rate</em></strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -624,7 +574,7 @@ const tech = {
return !tech.isEnergyNoAmmo
},
requires: "not exciton",
effect: () => {
effect() {
tech.isAmmoFromHealth = true;
},
remove() {
@@ -695,7 +645,7 @@ const tech = {
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect: () => {
effect() {
tech.restDamage += 0.36
},
remove() {
@@ -704,7 +654,7 @@ const tech = {
},
{
name: "Higgs mechanism",
description: "<strong>+50%</strong> <strong><em>fire rate</em></strong><br>while <strong>firing</strong> your <strong>position</strong> is fixed",
description: "<strong>+45%</strong> <strong><em>fire rate</em></strong><br>while <strong>firing</strong> your <strong>position</strong> is fixed",
maxCount: 1,
count: 0,
frequency: 1,
@@ -713,7 +663,7 @@ const tech = {
return !m.isShipMode && !tech.isAlwaysFire, !tech.isGrapple
},
requires: "not ship mode, automatic, grappling hook",
effect: () => {
effect() {
tech.isFireMoveLock = true;
b.setFireCD();
b.setFireMethod();
@@ -876,7 +826,7 @@ const tech = {
},
{
name: "heuristics",
description: "<strong>+33%</strong> <strong><em>fire rate</em></strong>",
description: "<strong>+30%</strong> <strong><em>fire rate</em></strong>",
maxCount: 9,
count: 0,
frequency: 1,
@@ -884,7 +834,7 @@ const tech = {
allowed() { return true },
requires: "",
effect() {
tech.fireRate *= 0.67
tech.fireRate *= 0.7
b.setFireCD();
},
remove() {
@@ -941,7 +891,7 @@ const tech = {
return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "no other mob death tech",
effect: () => {
effect() {
tech.isExplodeMob = true;
},
remove() {
@@ -959,7 +909,7 @@ const tech = {
return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "no other mob death tech",
effect: () => {
effect() {
tech.nailsDeathMob++
},
remove() {
@@ -993,7 +943,7 @@ const tech = {
},
{
name: "reaction inhibitor",
description: "after mobs <strong>spawn</strong><br>remove <strong>+13%</strong> of their <strong>durability</strong>", //<strong class='color-h'>health</strong>
description: "<strong>-13%</strong> maximum mob <strong>health</strong>", //<strong class='color-h'>health</strong>
maxCount: 3,
count: 0,
frequency: 1,
@@ -1002,16 +952,17 @@ const tech = {
return true //tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.botSpawner || tech.isMobBlockFling || tech.iceIXOnDeath
},
requires: "", //"any mob death tech",
effect: () => {
tech.mobSpawnWithHealth *= 0.87
effect() {
tech.mobSpawnWithHealth++
mobs.setMobSpawnHealth()
//set all mobs at full health to 0.85
for (let i = 0; i < mob.length; i++) {
if (mob.health > tech.mobSpawnWithHealth) mob.health = tech.mobSpawnWithHealth
if (mob.health > mobs.mobSpawnWithHealth) mob.health = mobs.mobSpawnWithHealth
}
},
remove() {
tech.mobSpawnWithHealth = 1;
tech.mobSpawnWithHealth = 0
mobs.setMobSpawnHealth()
}
},
{
@@ -1620,7 +1571,7 @@ const tech = {
return b.totalBots() > 1 || build.isExperimentSelection
},
requires: "at least 2 bots",
effect: () => {
effect() {
tech.isExtraBotOption = true
for (let i = 0; i < 2; i++) b.randomBot()
},
@@ -1645,7 +1596,7 @@ const tech = {
return tech.isExtraBotOption
},
requires: "robotics",
effect: () => {
effect() {
for (let i = 0; i < 3; i++) b.randomBot()
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 3
@@ -1771,23 +1722,23 @@ const tech = {
tech.isBlockPowerUps = false
}
},
{
name: "Pauli exclusion",
description: `after mob collisions<br>become <strong>invulnerable</strong> for <strong>+3</strong> seconds`,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.collisionImmuneCycles += 180;
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
},
remove() {
tech.collisionImmuneCycles = 30;
}
},
// {
// name: "Pauli exclusion",
// description: `after mob collisions<br>become <strong>invulnerable</strong> for <strong>+3</strong> seconds`,
// maxCount: 9,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() { return true },
// requires: "",
// effect() {
// m.collisionImmuneCycles += 180;
// if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
// },
// remove() {
// m.collisionImmuneCycles = 30;
// }
// },
{
name: "spinstatistics theorem",
description: `every <strong>7</strong> seconds<br>become <strong>invulnerable</strong> for <strong>+1.75</strong> seconds`,
@@ -1796,7 +1747,7 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return true //tech.collisionImmuneCycles > 30
return true //m.collisionImmuneCycles > 30
},
requires: "",
effect() {
@@ -2002,7 +1953,7 @@ const tech = {
return tech.isRelay
},
requires: "relay switch",
effect: () => {
effect() {
tech.isRelayEnergy = true
m.setMaxEnergy()
},
@@ -2076,7 +2027,7 @@ const tech = {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect: () => {
effect() {
tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
spawn.MACHO()
},
@@ -2099,7 +2050,7 @@ const tech = {
return tech.isMACHO
},
requires: "MACHO",
effect: () => {
effect() {
tech.isAxion = true
},
remove() {
@@ -2233,7 +2184,7 @@ const tech = {
return !tech.isZeno && !tech.isNoHeals && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isMutualism //&& !tech.isAmmoFromHealth && !tech.isRewindGun
},
requires: "not Zeno, ergodicity, piezoelectricity, CPT, antiscience, mutualism",
effect: () => {
effect() {
m.health = 0
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
@@ -2329,7 +2280,7 @@ const tech = {
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect: () => {
effect() {
tech.isEnergyDamage = true
},
remove() {
@@ -2348,14 +2299,14 @@ const tech = {
return !tech.isTimeCrystals
},
requires: "not time crystals",
effect: () => {
m.fieldRegen = 0.0005
effect() {
tech.isGroundState = true
m.setFieldRegen()
m.setMaxEnergy()
},
remove() {
m.fieldRegen = 0.001;
tech.isGroundState = false
m.setFieldRegen()
m.setMaxEnergy()
}
},
@@ -2475,7 +2426,7 @@ const tech = {
effect() {
tech.isCrouchRegen = true; //only used to check for requirements
m.regenEnergy = function() {
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen; //m.fieldRegen = 0.001
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen;
if (m.energy < 0) m.energy = 0
}
},
@@ -2549,7 +2500,7 @@ const tech = {
effect() {
tech.isDamageAfterKillNoRegen = true;
m.regenEnergy = function() {
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen; //m.fieldRegen = 0.001
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
}
},
@@ -3013,7 +2964,7 @@ const tech = {
},
{
name: "perturbation theory",
description: `if you have no ${powerUps.orb.research(1)} in your inventory<br><strong>+66%</strong> <strong><em>fire rate</em></strong>`,
description: `if you have no ${powerUps.orb.research(1)} in your inventory<br><strong>+60%</strong> <strong><em>fire rate</em></strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3024,7 +2975,7 @@ const tech = {
requires: "no research",
effect() {
tech.isRerollHaste = true;
tech.researchHaste = 0.33;
tech.researchHaste = 0.4;
b.setFireCD();
},
remove() {
@@ -3044,7 +2995,7 @@ const tech = {
return powerUps.research.count === 0 && !tech.isSuperDeterminism && !tech.isRerollHaste && !tech.isResearchReality
},
requires: "no research, not superdeterminism, Ψ(t) collapse, perturbation theory",
effect: () => {
effect() {
tech.isAnsatz = true;
},
remove() {
@@ -3119,7 +3070,7 @@ const tech = {
return !tech.isDeterminism && tech.duplicationChance() < 1
},
requires: "below 100% duplication chance not determinism",
effect: () => {
effect() {
tech.isExtraGunField = true;
},
remove() {
@@ -3137,7 +3088,7 @@ const tech = {
return !tech.isDeterminism
},
requires: "not determinism",
effect: () => {
effect() {
tech.extraChoices += 2;
this.refundAmount += tech.addJunkTechToPool(0.04)
},
@@ -3183,7 +3134,7 @@ const tech = {
return !tech.extraChoices && !tech.isExtraGunField && !tech.isFlipFlopChoices
},
requires: "NOT EXPERIMENT MODE, not emergence, cross disciplinary, integrated circuit",
effect: () => {
effect() {
tech.isDeterminism = true;
//if you change the number spawned also change it in Born rule
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
@@ -3205,7 +3156,7 @@ const tech = {
return tech.isDeterminism && !tech.isAnsatz
},
requires: "NOT EXPERIMENT MODE, determinism, not ansatz",
effect: () => {
effect() {
tech.isSuperDeterminism = true;
//if you change the number spawned also change it in Born rule
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
@@ -3314,7 +3265,7 @@ const tech = {
},
{
name: "meta-analysis",
description: `if you choose a <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and ${powerUps.orb.research(1)}`,
description: `if you choose a <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and ${powerUps.orb.research(2)}`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3496,7 +3447,7 @@ const tech = {
return tech.duplicationChance() < 1.11
},
requires: "below 111% duplication chance",
effect: () => {
effect() {
tech.isStimulatedEmission = true
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.15);
@@ -3517,7 +3468,7 @@ const tech = {
return tech.duplicationChance() < 1.11
},
requires: "below 111% duplication chance",
effect: () => {
effect() {
tech.isPowerUpsVanish = true
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.12);
@@ -3596,7 +3547,7 @@ const tech = {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
effect: () => {
effect() {
//remove active bullets //to get rid of bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
@@ -3664,7 +3615,7 @@ const tech = {
return (tech.totalCount > 3) && !tech.isSuperDeterminism
},
requires: "NOT EXPERIMENT MODE, at least 4 tech, not superdeterminism",
effect: () => {
effect() {
const have = [] //find which tech you have
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
@@ -3696,7 +3647,7 @@ const tech = {
return (tech.totalCount > 3) && tech.duplicationChance() > 0 && !tech.isSuperDeterminism
},
requires: "NOT EXPERIMENT MODE, some duplication, at least 4 tech, not superdeterminism",
effect: () => {
effect() {
const removeTotal = tech.removeTech()
for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
},
@@ -3716,7 +3667,7 @@ const tech = {
return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
},
requires: "NOT EXPERIMENT MODE, some duplication, not superdeterminism",
effect: () => {
effect() {
powerUps.research.changeRerolls(-2)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2`)
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
@@ -3735,7 +3686,7 @@ const tech = {
return tech.totalCount > 9
},
requires: "at least 10 tech",
effect: () => {
effect() {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0) tech.tech[i].frequency *= 10
}
@@ -4575,13 +4526,14 @@ const tech = {
return tech.haveGunCheck("matter wave") && !tech.isPhaseVelocity && !tech.isBulletTeleport
},
requires: "matter wave, not phase velocity, uncertainty principle",
ammoScale: 11,
effect() {
tech.isLongitudinal = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") {
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 10
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 10);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / this.ammoScale
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoScale);
simulation.updateGunHUD();
break
}
@@ -4594,7 +4546,7 @@ const tech = {
tech.isLongitudinal = false;
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 10);
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * this.ammoScale);
simulation.updateGunHUD();
break
}
@@ -4771,7 +4723,7 @@ const tech = {
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
},
requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation",
effect: () => {
effect() {
tech.isExplodeRadio = true; //iridium-192
},
remove() {
@@ -4809,7 +4761,7 @@ const tech = {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
effect() {
tech.explosiveRadius += 0.24;
},
remove() {
@@ -4828,7 +4780,7 @@ const tech = {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() && !tech.isExplosionHarm
},
requires: "an explosive damage source, not iridium-192, acetone peroxide",
effect: () => {
effect() {
tech.isSmallExplosion = true;
},
remove() {
@@ -4848,7 +4800,7 @@ const tech = {
return tech.hasExplosiveDamageCheck() && !tech.isSmallExplosion
},
requires: "an explosive damage source, not nitroglycerin",
effect: () => {
effect() {
tech.isExplosionHarm = true;
},
remove() {
@@ -4886,7 +4838,7 @@ const tech = {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 3) && (tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
},
requires: "an explosive damage source, not electric reactive armor",
effect: () => {
effect() {
tech.isSmartRadius = true;
for (let i = 0; i < 4; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
@@ -4910,7 +4862,7 @@ const tech = {
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() && !tech.isEnergyHealth
},
requires: "an explosive damage source, not iridium-192, mass-energy",
effect: () => {
effect() {
tech.isImmuneExplosion = true;
},
remove() {
@@ -6461,6 +6413,41 @@ const tech = {
//************************************************** field
//************************************************** tech
//**************************************************
{
name: "coupling",
descriptionFunction() {
return `<strong>+1</strong> <strong class='color-f'>field</strong> <strong class='color-coupling'>coupling</strong> <em>(${m.fieldUpgrades[m.fieldMode].name})</em><br>${ m.couplingDescription()}`
},
// isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 1)
},
requires: "",
// researchUsed: 0,
// couplingToResearch: 0.1,
effect() {
m.coupling++
m.couplingChange()
// while (powerUps.research.count > 0) {
// powerUps.research.changeRerolls(-1)
// this.researchUsed++
// m.coupling += this.couplingToResearch
// }
},
remove() {
m.coupling -= this.count
m.couplingChange()
// if (this.count) {
// m.coupling -= this.researchUsed * this.couplingToResearch
// powerUps.research.changeRerolls(this.researchUsed)
// this.researchUsed = 0
// }
}
},
{
name: "zero point energy",
description: `use ${powerUps.orb.research(2)}<br><strong>+100</strong> maximum <strong class='color-f'>energy</strong>`,
@@ -6808,7 +6795,7 @@ const tech = {
return powerUps.research.count > 1 && (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "NOT EXPERIMENT MODE, molecular assembler",
effect: () => {
effect() {
for (let i = 0; i < 2; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
@@ -6834,7 +6821,7 @@ const tech = {
return powerUps.research.count > 2 && (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "NOT EXPERIMENT MODE, molecular assembler",
effect: () => {
effect() {
for (let i = 0; i < 3; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
@@ -6988,7 +6975,7 @@ const tech = {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "molecular assembler, pilot wave, standing wave",
effect: () => {
effect() {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
},
@@ -7278,13 +7265,13 @@ const tech = {
return !tech.isGroundState && (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "time dilation or pilot wave, not ground state",
effect: () => {
m.fieldRegen = 0.004
effect() {
tech.isTimeCrystals = true
m.setFieldRegen()
},
remove() {
m.fieldRegen = 0.001
tech.isTimeCrystals = false
m.setFieldRegen()
}
},
{
@@ -7492,7 +7479,7 @@ const tech = {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "wormhole or pilot wave",
effect: () => {
effect() {
tech.wimpCount++
spawn.WIMP()
for (let j = 0, len = 5; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
@@ -8646,7 +8633,7 @@ const tech = {
return !tech.isFireMoveLock
},
requires: "not Higgs mechanism",
effect: () => {
effect() {
tech.isAlwaysFire = true;
b.setFireMethod();
},
@@ -9346,7 +9333,7 @@ const tech = {
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
@@ -9389,7 +9376,7 @@ const tech = {
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
@@ -9458,7 +9445,7 @@ const tech = {
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.stroke();
ctx.moveTo(19, 0);
@@ -9566,7 +9553,7 @@ const tech = {
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
@@ -9586,7 +9573,7 @@ const tech = {
ctx.stroke();
ctx.beginPath();
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient;
ctx.fillStyle = m.bodyGradient;
ctx.fill();
ctx.stroke();
ctx.beginPath();
@@ -10266,7 +10253,6 @@ const tech = {
plasmaBotCount: null,
missileBotCount: null,
orbitBotCount: null,
collisionImmuneCycles: null,
blockDmg: null,
isBlockRadiation: null,
isPiezo: null,

View File

@@ -1,30 +1,52 @@
******************************************************** NEXT PATCH **************************************************
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple
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
snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
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
*********************************************************** TODO *****************************************************
tech: field coupling - +1 field coupling, coupling is a new stat that provides different buffs for each field
you can see your coupling in the pause menu
make field coupling a stat that shows in pause menu and is effected by other tech?
coupling:
field emitter balance?
coupling tech
names: fine-structure constant, strongly coupled, Vibronic coupling
tech: convert all research into "coupling"
tech: +x% field coupling, your field changes randomly every y seconds
tech: coupling starts at 200%, but decays when the field is in use, coupling recharges when the field is not in use
some fields aren't used much (that's ok?)
Tech: Cancelling a tech/gun/field gives x coupling
buffing your deflecting for 1 second after pressing the field button sounds cool
2 second cooldown on the effect to prevent spamming it
buff: giving energy or doing damage makes sense
maybe this could be a rework for bremstralung
rewindBoss: after hitting 1/5 damage theasholds the boss rewinds back in time to where it was a few seconds ago
track it's data like player history
worms can target player, buff their damage
can't target player in first few seconds?
draw player transparent or opaque when cloaking field is on
plasma field tech - similar to regression, but for plasma ticks
greatly increase walking speed
not mid air control?
for time dilation field
@@ -36,6 +58,8 @@ after taking damage explode while invulnerable
quantum immortality: send you to a new tab after you die with a random load out
basically everything is the same as it is now, but you switch tabs
Tech: Tech/guns/fields can no longer be duplicated. Duplication applies twice
tech: get sent to a new tab that closes in 3 minutes
in the new tab you play reactor
if you die in reactor you die in game, if you win you get 2-3 tech in the original game?