card adjustments
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
This commit is contained in:
@@ -546,16 +546,16 @@ const simulation = {
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const swapPeriod = 150
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const len = 30
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for (let i = 0; i < len; i++) {
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setTimeout(function () {
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simulation.wipe = function () { //set wipe to have trails
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setTimeout(function() {
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simulation.wipe = function() { //set wipe to have trails
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ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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}, (i) * swapPeriod);
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}
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setTimeout(function () {
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simulation.wipe = function () { //set wipe to normal
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setTimeout(function() {
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simulation.wipe = function() { //set wipe to normal
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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}, len * swapPeriod);
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@@ -616,14 +616,11 @@ const simulation = {
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simulation.clearTimeouts();
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simulation.onTitlePage = true;
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document.getElementById("splash").onclick = function () {
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document.getElementById("splash").onclick = function() {
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simulation.startGame();
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};
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// document.getElementById("choose-grid").style.display = "none"
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document.getElementById("choose-grid").style.visibility = "hidden"
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document.getElementById("choose-grid").style.opacity = "0"
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document.getElementById("choose-background").style.visibility = "hidden"
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document.getElementById("choose-background").style.opacity = "0"
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document.getElementById("info").style.display = "inline";
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document.getElementById("info").style.opacity = "0";
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document.getElementById("experiment-button").style.display = "inline"
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@@ -782,7 +779,7 @@ const simulation = {
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// m.maxEnergy = 1
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// m.energy = 1
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input.isPauseKeyReady = true
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simulation.wipe = function () { //set wipe to normal
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simulation.wipe = function() { //set wipe to normal
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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m.hole.isOn = false
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@@ -863,7 +860,7 @@ const simulation = {
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requestAnimationFrame(cycle); //starts game loop
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},
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clearTimeouts() {
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let id = window.setTimeout(function () {}, 0);
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let id = window.setTimeout(function() {}, 0);
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while (id--) {
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window.clearTimeout(id); // will do nothing if no timeout with id is present
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}
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@@ -1200,7 +1197,7 @@ const simulation = {
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}
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if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
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fallCheck = function (who, save = false) {
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fallCheck = function(who, save = false) {
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let i = who.length;
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while (i--) {
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if (who[i].position.y > simulation.fallHeight) {
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@@ -1584,9 +1581,9 @@ const simulation = {
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outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
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}
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console.log(out)
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navigator.clipboard.writeText(out).then(function () {
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navigator.clipboard.writeText(out).then(function() {
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/* clipboard successfully set */
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}, function () {
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}, function() {
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/* clipboard write failed */
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console.log('copy failed')
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});
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