wave
matter wave renamed wave
tech: frequency - wave has unlimited ammo, but -50% wave firerate
tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
effect cooldown grows +5s with each chained resonance
uncertainty principle works with phonon wave
phase velocity works with all other wave tech, 40->35% damage
boundstate reduces wave range by 25->15%
non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage
a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
it grew mass and damage at an exponential rate before
now it's closer to the +30% damage description
This commit is contained in:
59
js/engine.js
59
js/engine.js
@@ -160,7 +160,64 @@ function collisionChecks(event) {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isCouplingNoHit) m.couplingChange(-0.5)
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if (tech.isCouplingNoHit && m.coupling > 0) {
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m.couplingChange(-0.5)
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const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
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let where = Vector.add(m.pos, Vector.mult(unit, 17))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 22,
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color: 'rgba(0, 171, 238, 0.33)',
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time: 8
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});
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where = Vector.add(m.pos, Vector.mult(unit, 60))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 18,
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color: 'rgba(0, 171, 238, 0.5)',
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time: 16
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});
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where = Vector.add(m.pos, Vector.mult(unit, 100))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 14,
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color: 'rgba(0, 171, 238, 0.6)',
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time: 24
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});
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where = Vector.add(m.pos, Vector.mult(unit, 135))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 10,
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color: 'rgba(0, 171, 238, 0.7)',
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time: 32
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});
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// simulation.drawList.push({ //add dmg to draw queue
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// x: m.pos.x,
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// y: m.pos.y,
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// radius: 150,
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// color: 'rgba(0, 171, 238, 0.33)',
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// time: 6
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// });
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// simulation.drawList.push({ //add dmg to draw queue
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// x: m.pos.x,
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// y: m.pos.y,
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// radius: 75,
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// color: 'rgba(0, 171, 238, 0.5)',
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// time: 16
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// });
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// simulation.drawList.push({ //add dmg to draw queue
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// x: m.pos.x,
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// y: m.pos.y,
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// radius: 25,
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// color: 'rgba(0, 171, 238, 0.75)',
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// time: 25
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// });
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}
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit();
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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