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:
landgreen
2022-09-11 07:10:14 -07:00
parent 9e613a281e
commit 8f702cfa4e
12 changed files with 479 additions and 259 deletions

View File

@@ -16,7 +16,7 @@ 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(10 * 4) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(24 * 4) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
@@ -24,23 +24,24 @@ const level = {
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.setField("time dilation") //molecular assembler standing wave 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("fine-structure constant")
// for (let i = 0; i < 1; ++i) tech.giveTech("relay switch")
// for (let i = 0; i < 1; ++i) tech.giveTech("decoupling")
// m.damage(0.1);
// tech.giveTech("lens")
// for (let i = 0; i < 9; i++) tech.giveTech("compound lens")
// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[3].ammo = 1000000
// tech.giveTech("phonon")
// for (let i = 0; i < 4; ++i) tech.giveTech("bound state")
// for (let i = 0; i < 1; ++i) tech.giveTech("isotropic")
// tech.giveTech("sympathetic resonance")
// for (let i = 0; i < 1; i++) tech.giveTech("uncertainty principle")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// spawn.starter(1900, -500, 200)
// spawn.starter(1900, -500)
// spawn.beetleBoss(2538, -1950)
// for (let i = 0; i < 15; ++i) spawn.shooter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
// for (let i = 0; i < 33; ++i) spawn.shooter(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
// tech.addJunkTechToPool(2)
// tech.tech[321].frequency = 100
// tech.tech[322].frequency = 100
// level.testing();
// spawn.blowSuckBoss(1900, -500)
// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
@@ -11665,7 +11666,7 @@ const level = {
},
biohazard() {
// MAP BY INOOBBOI AND THESHWARMA
simulation.makeTextLog(`<strong>dripp</strong> by <span class='color-var'>INOOBBOI</span> and <span class='color-var'>THESHWARMA</span>`);
simulation.makeTextLog(`<strong>biohazard</strong> by <span class='color-var'>INOOBBOI</span> and <span class='color-var'>THESHWARMA</span>`);
// set here for the cutscene later
level.setPosToSpawn(-2800, -150)
@@ -13674,7 +13675,7 @@ const level = {
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
matterWave() { //fire matter wave through the map to kill mosb
matterWave() { //fire wave through the map to kill mosb
level.difficultyIncrease(1) //difficulty on training mode resets to zero with each new level
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
@@ -13686,17 +13687,17 @@ const level = {
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = level.trainingBackgroundColor
b.removeAllGuns();
b.giveGuns("matter wave")
b.giveGuns("wave")
// b.guns[b.activeGun].ammo = 0
// simulation.updateGunHUD();
const door = level.door(1612.5, -175, 25, 190, 185, 3)
let instruction = 0
level.trainingText(`use <strong class='color-g'>matter wave</strong> to clear the room of mobs`)
level.trainingText(`use <strong class='color-g'>wave</strong> to clear the room of mobs`)
level.custom = () => {
if (instruction === 0 && mob.length === 0) {
instruction++
level.trainingText(`<s>use <strong class='color-g'>matter wave</strong> to clear the room of mobs</s>`)
level.trainingText(`<s>use <strong class='color-g'>wave</strong> to clear the room of mobs</s>`)
}
//spawn ammo if you run out
let isAmmo = false