refractory metal
extruder:
new tech: refractory metal - increase extruder damage radius
fixed extruder graphics bug, and collisions bug
dynamical systems and discrete optimization are allowed with plasma torch
(although I nerfed them both just a bit)
irradiated nails: 90% damage spread over 2s -> 3s
same total damage, but it takes 1 second longer
toggling harpoon: 6x -> 8x damage
also the graphic effect is more obvious
slasher mobs will grow their sword at the farthest vertex from the player
This commit is contained in:
150
js/bullet.js
150
js/bullet.js
@@ -1141,6 +1141,7 @@ const b = {
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this.frictionAir = 0.01
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this.do = () => {
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this.force.y += this.mass * 0.003; //gravity
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this.draw();
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}
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}
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@@ -1165,7 +1166,7 @@ const b = {
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this.caughtPowerUp.effect();
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Matter.Composite.remove(engine.world, this.caughtPowerUp);
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powerUp.splice(index, 1);
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 6 //0.006 is normal
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 8 //0.006 is normal
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} else {
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this.dropCaughtPowerUp()
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}
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@@ -1173,23 +1174,42 @@ const b = {
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this.dropCaughtPowerUp()
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}
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},
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drawToggleHarpoon() {
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ctx.beginPath();
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ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
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for (let j = 1, len = this.vertices.length; j < len; j += 1) ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
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ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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ctx.lineJoin = "miter"
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ctx.miterLimit = 100;
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ctx.lineWidth = 60;
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ctx.strokeStyle = "rgba(0,255,255,0.25)";
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ctx.stroke();
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ctx.lineWidth = 20;
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ctx.strokeStyle = "rgb(0,255,255)";
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ctx.stroke();
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ctx.lineJoin = "round"
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ctx.miterLimit = 10
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ctx.sillStyle = "#000"
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ctx.fill();
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},
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drawString() {
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if (isReturn) {
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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}
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const sub = Vector.sub(where, this.vertices[0])
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const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(80, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
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const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
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ctx.strokeStyle = "#000" // "#0ce"
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ctx.lineWidth = 0.5
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ctx.beginPath();
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ctx.moveTo(where.x, where.y);
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ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
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// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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ctx.stroke();
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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}
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const sub = Vector.sub(where, this.vertices[0])
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const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(80, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
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const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
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ctx.strokeStyle = "#000" // "#0ce"
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ctx.lineWidth = 0.5
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ctx.beginPath();
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ctx.moveTo(where.x, where.y);
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ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
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// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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ctx.stroke();
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},
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draw() {
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},
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returnToPlayer() {
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if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
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@@ -1214,9 +1234,9 @@ const b = {
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const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
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this.force.x -= returnForce.x
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this.force.y -= returnForce.y
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this.drawString()
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this.grabPowerUp()
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}
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this.draw();
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},
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grabPowerUp() { //grab power ups near the tip of the harpoon
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if (this.caughtPowerUp) {
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@@ -1257,7 +1277,6 @@ const b = {
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Matter.Body.setDensity(this, 0.0005); //reduce density on return
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if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
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this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
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}
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} else {
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this.grabPowerUp()
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@@ -1316,41 +1335,7 @@ const b = {
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// }
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// }
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}
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this.drawString()
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if (tech.isHarpoonPowerUp && this.density > 0.01) {
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this.drawString = () => {
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ctx.beginPath();
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ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
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for (let j = 1, len = this.vertices.length; j < len; j += 1) {
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ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
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}
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ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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ctx.lineWidth = 4;
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ctx.strokeStyle = "#000";
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ctx.lineJoin = "miter"
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ctx.miterLimit = 100;
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ctx.stroke();
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ctx.lineJoin = "round"
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ctx.miterLimit = 10
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if (isReturn) {
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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}
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const sub = Vector.sub(where, this.vertices[0])
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const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(80, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
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const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
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ctx.strokeStyle = "#000" // "#0ce"
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ctx.lineWidth = 0.5
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ctx.beginPath();
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ctx.moveTo(where.x, where.y);
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ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
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// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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ctx.stroke();
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}
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}
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}
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this.draw()
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},
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});
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if (!isReturn && !target) {
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@@ -1361,8 +1346,26 @@ const b = {
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bullet[me].frictionAir = 0.002
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001; //gravity
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this.draw();
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}
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}
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if (tech.isHarpoonPowerUp && bullet[me].density > 0.01) {
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if (isReturn) {
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bullet[me].draw = function() {
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this.drawToggleHarpoon()
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this.drawString()
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}
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} else {
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bullet[me].draw = function() {
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this.drawToggleHarpoon()
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}
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}
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} else if (isReturn) {
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bullet[me].draw = function() {
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this.drawString()
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}
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}
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Composite.add(engine.world, bullet[me]); //add bullet to world
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/* todo
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despawn
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@@ -1405,7 +1408,6 @@ const b = {
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// this.drawString()
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// }
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// }
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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missile(where, angle, speed, size = 1) {
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if (tech.missileSize) size *= 1.5
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@@ -1526,13 +1528,13 @@ const b = {
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m.energy = 0;
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}
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b.isExtruderOn = true
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const SPEED = 10 + 10 * tech.isPlasmaRange
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const SPEED = 8 + 8 * tech.isPlasmaRange
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const me = bullet.length;
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const where = Vector.add(m.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
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cycle: -0.5,
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isWave: true,
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endCycle: simulation.cycle + 33, // + 30 * tech.isPlasmaRange,
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endCycle: simulation.cycle + 40, // + 30 * tech.isPlasmaRange,
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inertia: Infinity,
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frictionAir: 0,
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isInHole: true, //this keeps the bullet from entering wormholes
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@@ -1554,39 +1556,25 @@ const b = {
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if (this.endCycle < simulation.cycle + 1) this.isWave = false
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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this.isBranch = true;
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this.do = () => { if (this.endCycle < simulation.cycle + 1) this.isWave = false }
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} else { //check if inside a body
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
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const radius = mob[i].radius + 20
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const radius = mob[i].radius + tech.extruderRange
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if (dist < radius * radius) {
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Matter.Body.setVelocity(mob[i], {
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x: mob[i].velocity.x * 0.15,
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y: mob[i].velocity.y * 0.15
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});
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Matter.Body.setVelocity(mob[i], { x: mob[i].velocity.x * 0.25, y: mob[i].velocity.y * 0.25 });
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Matter.Body.setPosition(this, Vector.add(this.position, mob[i].velocity)) //move with the medium
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let dmg = this.dmg / Math.min(10, mob[i].mass)
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mob[i].damage(dmg);
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if (mob[i].alive) mob[i].foundPlayer();
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}
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}
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// const q = Matter.Query.point(mob, this.position)
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// for (let i = 0; i < q.length; i++) {
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// Matter.Body.setVelocity(q[i], {
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// x: q[i].velocity.x * 0.15,
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// y: q[i].velocity.y * 0.15
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// });
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// Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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// let dmg = this.dmg / Math.min(10, q[i].mass)
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// q[i].damage(dmg);
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// if (q[i].alive) q[i].foundPlayer();
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// }
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}
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this.cycle++
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const wiggleMag = (input.down ? 6 : 12) * Math.cos(simulation.cycle * 0.09)
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(simulation.cycle * 0.3))
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const velocity = Vector.mult(player.velocity, 0.3) //move with player
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const velocity = Vector.mult(player.velocity, 0.4) //move with player
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Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
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// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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}
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});
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@@ -1596,9 +1584,11 @@ const b = {
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y: SPEED * Math.sin(m.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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if (180 - Math.abs(Math.abs(b.lastAngle - m.angle) - 180) > 0.13) bullet[me].isBranch = true; //don't draw stroke for this bullet
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if (180 - Math.abs(Math.abs(b.lastAngle - m.angle) - 180) > 0.13 || !b.wasExtruderOn) {
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bullet[me].isBranch = true; //don't draw stroke for this bullet
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bullet[me].do = function() { if (this.endCycle < simulation.cycle + 1) this.isWave = false }
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}
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b.lastAngle = m.angle //track last angle for the above angle difference calculation
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if (!b.wasExtruderOn) bullet[me].isBranch = true;
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} else {
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b.canExtruderFire = false;
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}
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@@ -3049,7 +3039,7 @@ const b = {
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bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
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bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
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bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
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if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 2.6 : 0.65), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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@@ -3083,7 +3073,7 @@ const b = {
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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let dmg = b.dmgScale * 6
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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mobs.statusDoT(who, tech.isFastRadiation ? 6 : 2, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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dmg *= 0.25
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}
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if (tech.isCrit && who.isStunned) dmg *= 4
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@@ -4040,7 +4030,7 @@ const b = {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 1.4 : 0.35), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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};
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bullet[me].minDmgSpeed = 10
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@@ -4088,7 +4078,7 @@ const b = {
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if (tech.isIceCrystals) {
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bullet[bullet.length - 1].beforeDmg = function(who) {
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mobs.statusSlow(who, 60)
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if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 2.6 : 0.65), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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@@ -506,11 +506,12 @@ const build = {
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return `<a target="_blank" href='https://en.wikipedia.org/w/index.php?search=${encodeURIComponent(text).replace(/'/g, '%27')}&title=Special:Search' style="color: #000;">${text}</a>`
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},
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reset() {
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build.isExperimentSelection = true;
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build.isExperimentRun = true;
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simulation.startGame(true); //starts game, but pauses it
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build.isExperimentSelection = true;
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build.isExperimentRun = true;
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simulation.paused = true;
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m.setField(0)
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b.inventory = []; //removes guns and ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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b.guns[i].count = 0;
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10
js/level.js
10
js/level.js
@@ -15,13 +15,13 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("plasma torch")
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// b.giveGuns("harpoon")
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// m.setField("plasma torch")
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// tech.giveTech("extruder")
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// tech.giveTech("filament")
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// for (let i = 0; i < 1; i++) tech.giveTech("refractory metal")
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// tech.giveTech("mouth")
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// tech.giveTech("all-stars")
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// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
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// for (let i = 0; i < 3; i++) tech.giveTech("overcharge")
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// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
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// tech.isCancelDuplication = true
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@@ -2265,7 +2265,7 @@ const level = {
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spawn.mapRect(-950, -1800, 8200, 800); //roof
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spawn.mapRect(-250, -400, 1000, 600); // shelf
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spawn.mapRect(-250, -1200, 1000, 550); // shelf roof
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powerUps.spawnStartingPowerUps(600, -800);
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// powerUps.spawnStartingPowerUps(600, -800);
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// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
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// powerUps.spawn(350, -800, "gun", false);
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@@ -2302,7 +2302,7 @@ const level = {
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.slashBoss(1900, -500)
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spawn.shooter(1900, -500)
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spawn.slasher(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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// spawn.growBossCulture(1200, -500)
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140
js/player.js
140
js/player.js
@@ -393,12 +393,18 @@ const m = {
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// for (let i = 0; i < tech.tech.length; i++) {
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// if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
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// }
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m.setMaxHealth()
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m.health = 1;
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// m.addHealth(1)
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simulation.wipe = function() { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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spawn.setSpawnList(); //new mob types
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simulation.clearNow = true; //triggers a map reset
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m.switchWorlds()
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const swapPeriod = 1000
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||||
for (let i = 0, len = 5; i < len; i++) {
|
||||
@@ -1443,6 +1449,7 @@ const m = {
|
||||
document.getElementById("field").innerHTML = m.fieldUpgrades[index].name
|
||||
m.setHoldDefaults();
|
||||
m.fieldUpgrades[index].effect();
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
|
||||
},
|
||||
fieldUpgrades: [{
|
||||
name: "field emitter",
|
||||
@@ -1972,34 +1979,82 @@ const m = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "plasma torch",
|
||||
// description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away",
|
||||
// effect() {
|
||||
// m.fieldMeterColor = "#f0f"
|
||||
// m.eyeFillColor = m.fieldMeterColor
|
||||
// m.hold = function() {
|
||||
// b.isExtruderOn = false
|
||||
// if (m.isHolding) {
|
||||
// m.drawHold(m.holdingTarget);
|
||||
// m.holding();
|
||||
// m.throwBlock();
|
||||
// } else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
||||
// m.grabPowerUp();
|
||||
// m.lookForPickUp();
|
||||
// if (tech.isExtruder) {
|
||||
// b.extruder();
|
||||
// } else {
|
||||
// b.plasma();
|
||||
// }
|
||||
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
||||
// m.pickUp();
|
||||
// } 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)")
|
||||
|
||||
// if (tech.isExtruder) {
|
||||
// if (input.field) {
|
||||
// b.wasExtruderOn = true
|
||||
// } else {
|
||||
// b.wasExtruderOn = false
|
||||
// b.canExtruderFire = true
|
||||
// }
|
||||
// ctx.beginPath(); //draw all the wave bullets
|
||||
// for (let i = 0, len = bullet.length; i < len; i++) {
|
||||
// if (bullet[i].isWave) {
|
||||
// if (bullet[i].isBranch) {
|
||||
// ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
|
||||
// } else {
|
||||
// ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle))
|
||||
// ctx.lineWidth = 4;
|
||||
// ctx.strokeStyle = "#f07"
|
||||
// ctx.stroke();
|
||||
// ctx.lineWidth = tech.extruderRange;
|
||||
// ctx.strokeStyle = "rgba(255,0,110,0.05)"
|
||||
// ctx.stroke();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "plasma torch",
|
||||
description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away",
|
||||
effect() {
|
||||
m.fieldMeterColor = "#f0f"
|
||||
m.eyeFillColor = m.fieldMeterColor
|
||||
m.hold = function() {
|
||||
b.isExtruderOn = false
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
m.throwBlock();
|
||||
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
||||
m.grabPowerUp();
|
||||
m.lookForPickUp();
|
||||
if (tech.isExtruder) {
|
||||
set() {
|
||||
if (tech.isExtruder) {
|
||||
m.hold = function() {
|
||||
b.isExtruderOn = false
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
m.throwBlock();
|
||||
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
||||
m.grabPowerUp();
|
||||
m.lookForPickUp();
|
||||
b.extruder();
|
||||
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
||||
m.pickUp();
|
||||
} else {
|
||||
b.plasma();
|
||||
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)
|
||||
}
|
||||
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
||||
m.pickUp();
|
||||
} 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)")
|
||||
|
||||
if (tech.isExtruder) {
|
||||
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
|
||||
if (input.field) {
|
||||
b.wasExtruderOn = true
|
||||
} else {
|
||||
@@ -2007,32 +2062,47 @@ const m = {
|
||||
b.canExtruderFire = true
|
||||
}
|
||||
ctx.beginPath(); //draw all the wave bullets
|
||||
for (let i = 0, len = bullet.length; i < len; i++) {
|
||||
for (let i = 1, len = bullet.length; i < len; i++) { //skip the first bullet (which is is oldest bullet)
|
||||
if (bullet[i].isWave) {
|
||||
if (bullet[i].isBranch) {
|
||||
if (bullet[i].isBranch || bullet[i - 1].isBranch) {
|
||||
ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
|
||||
|
||||
// ctx.lineWidth = 5;
|
||||
// ctx.strokeStyle = "#f07"
|
||||
// ctx.stroke();
|
||||
// ctx.lineWidth = 30;
|
||||
// ctx.strokeStyle = "rgba(255,0,110,0.05)"
|
||||
// ctx.stroke();
|
||||
// ctx.beginPath(); //draw all the wave bullets
|
||||
} else {
|
||||
ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
|
||||
}
|
||||
}
|
||||
}
|
||||
if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle))
|
||||
ctx.lineWidth = 5;
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = "#f07"
|
||||
ctx.stroke();
|
||||
ctx.lineWidth = 35;
|
||||
ctx.strokeStyle = "rgba(255,0,110,0.05)"
|
||||
ctx.lineWidth = tech.extruderRange;
|
||||
ctx.strokeStyle = "rgba(255,0,110,0.06)"
|
||||
ctx.stroke();
|
||||
}
|
||||
} else {
|
||||
m.hold = function() {
|
||||
b.isExtruderOn = false
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
m.throwBlock();
|
||||
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
||||
m.grabPowerUp();
|
||||
m.lookForPickUp();
|
||||
b.plasma();
|
||||
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
||||
m.pickUp();
|
||||
} 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)")
|
||||
}
|
||||
}
|
||||
},
|
||||
effect() {
|
||||
m.fieldMeterColor = "#f0f"
|
||||
m.eyeFillColor = m.fieldMeterColor
|
||||
this.set();
|
||||
}
|
||||
},
|
||||
{
|
||||
|
||||
@@ -217,7 +217,6 @@ const powerUps = {
|
||||
simulation.makeTextLog(text);
|
||||
} else if (type === "field") {
|
||||
m.setField(index)
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
|
||||
} else if (type === "tech") {
|
||||
setTimeout(() => {
|
||||
powerUps.lastTechIndex = index
|
||||
|
||||
@@ -678,8 +678,6 @@ const simulation = {
|
||||
level.setDifficulty()
|
||||
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
|
||||
|
||||
build.isExperimentSelection = false;
|
||||
build.isExperimentRun = false;
|
||||
simulation.clearNow = true;
|
||||
document.getElementById("text-log").style.opacity = 0;
|
||||
document.getElementById("fade-out").style.opacity = 0;
|
||||
@@ -690,7 +688,6 @@ const simulation = {
|
||||
// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
|
||||
simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
|
||||
simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
|
||||
// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
|
||||
|
||||
document.getElementById("health").style.display = "inline"
|
||||
@@ -706,7 +703,6 @@ const simulation = {
|
||||
tech.healMaxEnergyBonus = 0
|
||||
m.setMaxEnergy();
|
||||
m.energy = 0
|
||||
m.fieldMode = 0;
|
||||
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
|
||||
// simulation.makeTextLog(`
|
||||
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
|
||||
@@ -719,7 +715,7 @@ const simulation = {
|
||||
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
|
||||
// `, 800);
|
||||
|
||||
m.setField(m.fieldMode)
|
||||
m.setField(0)
|
||||
// m.energy = 0;
|
||||
//exit testing
|
||||
if (simulation.testing) {
|
||||
@@ -729,6 +725,8 @@ const simulation = {
|
||||
}
|
||||
simulation.isCheating = false
|
||||
simulation.firstRun = false;
|
||||
build.isExperimentSelection = false;
|
||||
build.isExperimentRun = false;
|
||||
|
||||
//setup FPS cap
|
||||
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
|
||||
31
js/spawn.js
31
js/spawn.js
@@ -3013,11 +3013,12 @@ const spawn = {
|
||||
me.delay = 120 * simulation.CDScale;
|
||||
me.cd = 0;
|
||||
me.swordRadius = 0;
|
||||
me.swordVertex = 1
|
||||
me.swordRadiusMax = 350 + 5 * simulation.difficulty;
|
||||
me.swordRadiusGrowRate = me.swordRadiusMax * (0.018 + 0.0006 * simulation.difficulty)
|
||||
me.isSlashing = false;
|
||||
me.swordDamage = 0.05 * simulation.dmgScale
|
||||
const laserAngle = 3 * Math.PI / 5
|
||||
me.laserAngle = 3 * Math.PI / 5
|
||||
const seeDistance2 = 200000
|
||||
spawn.shield(me, x, y);
|
||||
me.onDamage = function() {};
|
||||
@@ -3027,7 +3028,6 @@ const spawn = {
|
||||
this.attraction();
|
||||
if (!m.isBodiesAsleep) this.sword() //does various things depending on what stage of the sword swing
|
||||
};
|
||||
|
||||
me.swordWaiting = function() {
|
||||
if (
|
||||
this.seePlayer.recall &&
|
||||
@@ -3036,6 +3036,17 @@ const spawn = {
|
||||
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
|
||||
) {
|
||||
//find vertex farthest away from player
|
||||
let dist = 0
|
||||
for (let i = 0, len = this.vertices.length; i < len; i++) {
|
||||
const D = Vector.magnitudeSquared(Vector.sub({ x: this.vertices[i].x, y: this.vertices[i].y }, m.pos))
|
||||
if (D > dist) {
|
||||
dist = D
|
||||
this.swordVertex = i
|
||||
}
|
||||
}
|
||||
// this.laserAngle = 7 / 10 * Math.PI + this.swordVertex / 5 * 2 * Math.PI - Math.PI / 2
|
||||
this.laserAngle = this.swordVertex / 5 * 2 * Math.PI + 0.6283
|
||||
this.sword = this.swordGrow
|
||||
// Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
||||
this.accelMag = 0
|
||||
@@ -3043,7 +3054,7 @@ const spawn = {
|
||||
}
|
||||
me.sword = me.swordWaiting //base function that changes during different aspects of the sword swing
|
||||
me.swordGrow = function() {
|
||||
this.laserSword(this.vertices[1], this.angle + laserAngle);
|
||||
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
|
||||
this.swordRadius += this.swordRadiusGrowRate
|
||||
if (this.swordRadius > this.swordRadiusMax) {
|
||||
this.sword = this.swordSlash
|
||||
@@ -3051,7 +3062,7 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
me.swordSlash = function() {
|
||||
this.laserSword(this.vertices[1], this.angle + laserAngle);
|
||||
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
|
||||
this.torque += this.torqueMagnitude;
|
||||
this.spinCount++
|
||||
if (this.spinCount > 60) {
|
||||
@@ -3064,23 +3075,23 @@ const spawn = {
|
||||
me.laserSword = function(where, angle) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
let v = domain[i].vertices;
|
||||
const len = v.length - 1;
|
||||
for (let j = 0; j < len; j++) {
|
||||
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
||||
results = simulation.checkLineIntersection(v1, v1End, v[j], v[j + 1]);
|
||||
if (results.onLine1 && results.onLine2) {
|
||||
const dx = v1.x - results.x;
|
||||
const dy = v1.y - results.y;
|
||||
const dist2 = dx * dx + dy * dy;
|
||||
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[j], v2: vertices[j + 1] };
|
||||
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: v[j], v2: v[j + 1] };
|
||||
}
|
||||
}
|
||||
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
||||
results = simulation.checkLineIntersection(v1, v1End, v[0], v[len]);
|
||||
if (results.onLine1 && results.onLine2) {
|
||||
const dx = v1.x - results.x;
|
||||
const dy = v1.y - results.y;
|
||||
const dist2 = dx * dx + dy * dy;
|
||||
if (dist2 < best.dist2) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[0], v2: vertices[len] };
|
||||
if (dist2 < best.dist2) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: v[0], v2: v[len] };
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
72
js/tech.js
72
js/tech.js
@@ -3876,7 +3876,7 @@
|
||||
{
|
||||
name: "irradiated nails",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' style="color: #000;">irradiated nails</a>`,
|
||||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>90%</strong> more <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
|
||||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>90%</strong> more <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3894,8 +3894,8 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "4s half-life",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' style="color: #000;">4s half-life</a>`,
|
||||
name: "6s half-life",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' style="color: #000;">6s half-life</a>`,
|
||||
description: "<strong>nails</strong> are made of <strong class='color-p'>plutonium-238</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong> over <strong>6</strong> seconds",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
@@ -3905,7 +3905,7 @@
|
||||
allowed() {
|
||||
return tech.isNailRadiation && !tech.isFastRadiation
|
||||
},
|
||||
requires: "irradiated nails, not 1/2s half-life",
|
||||
requires: "irradiated nails, not 1s half-life",
|
||||
effect() {
|
||||
tech.isSlowRadiation = true;
|
||||
},
|
||||
@@ -3914,9 +3914,9 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "1/2s half-life",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' style="color: #000;">1/2s half-life</a>`,
|
||||
description: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
|
||||
name: "1s half-life",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' style="color: #000;">1s half-life</a>`,
|
||||
description: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong class='color-d'>damage</strong> occurs after <strong>1</strong> second",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3925,7 +3925,7 @@
|
||||
allowed() {
|
||||
return tech.isNailRadiation && !tech.isSlowRadiation
|
||||
},
|
||||
requires: "irradiated nails, not 4s half-life",
|
||||
requires: "irradiated nails, not 6s half-life",
|
||||
effect() {
|
||||
tech.isFastRadiation = true;
|
||||
},
|
||||
@@ -4188,7 +4188,7 @@
|
||||
},
|
||||
{
|
||||
name: "super sized",
|
||||
description: `increase <strong>super ball</strong> radius by <strong>15%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>30%</strong>`,
|
||||
description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -5084,7 +5084,7 @@
|
||||
},
|
||||
{
|
||||
name: "toggling harpoon",
|
||||
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
|
||||
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>800%</strong> after using it to collect a <strong>power up</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5206,7 +5206,7 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine) && tech.laserDamage === 0.16
|
||||
return (tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine) && tech.laserDamage === 0.17
|
||||
},
|
||||
requires: "laser, not free-electron",
|
||||
effect() {
|
||||
@@ -5234,13 +5234,13 @@
|
||||
requires: "laser, not pulse, diodes",
|
||||
effect() {
|
||||
tech.laserFieldDrain = 0.007 //base is 0.002
|
||||
tech.laserDamage = 0.48; //base is 0.16
|
||||
tech.laserDamage = 0.51; //base is 0.16
|
||||
tech.laserColor = "#83f"
|
||||
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
|
||||
},
|
||||
remove() {
|
||||
tech.laserFieldDrain = 0.002;
|
||||
tech.laserDamage = 0.16; //used in check on pulse and diode: tech.laserDamage === 0.16
|
||||
tech.laserDamage = 0.17; //used in check on pulse and diode: tech.laserDamage === 0.16
|
||||
tech.laserColor = "#f00"
|
||||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||||
}
|
||||
@@ -5999,7 +5999,7 @@
|
||||
description: `use ${powerUps.orb.research(1)} to increase <strong class='color-plasma'>plasma</strong> <strong>torch</strong> range <strong>50%</strong>`,
|
||||
// description: "use <strong>1</strong> <strong class='color-r'>research</strong> to <br>increase <strong class='color-plasma'>plasma</strong> <strong>torch's</strong> range by <strong>50%</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 3,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
@@ -6018,7 +6018,7 @@
|
||||
},
|
||||
{
|
||||
name: "extruder",
|
||||
description: "<strong class='color-plasma'>plasma</strong> <strong>torch</strong> extrudes a thin <strong class='color-plasma'>hot</strong> wire<br>increases <strong class='color-d'>damage</strong>, <strong class='color-f'>energy</strong> drain, and <strong>lag</strong>",
|
||||
description: "<strong class='color-plasma'>plasma</strong> <strong>torch</strong> <strong class='color-plasma'>extrudes</strong> a thin hot wire<br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6030,9 +6030,30 @@
|
||||
requires: "plasma torch, not plasma-bot",
|
||||
effect() {
|
||||
tech.isExtruder = true;
|
||||
m.fieldUpgrades[m.fieldMode].set()
|
||||
},
|
||||
remove() {
|
||||
tech.isExtruder = false;
|
||||
if (this.count) m.fieldUpgrades[m.fieldMode].set()
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "refractory metal",
|
||||
description: "<strong class='color-plasma'>extrude</strong> metals at a higher <strong class='color-plasma'>temperature</strong><br>increases effective <strong>radius</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isExtruder
|
||||
},
|
||||
requires: "extruder",
|
||||
effect() {
|
||||
tech.extruderRange += 50
|
||||
},
|
||||
remove() {
|
||||
tech.extruderRange = 15
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -6252,7 +6273,7 @@
|
||||
},
|
||||
{
|
||||
name: "dynamical systems",
|
||||
description: `use ${powerUps.orb.research(1)}to increase your <strong class='color-d'>damage</strong> by <strong>35%</strong>`,
|
||||
description: `use ${powerUps.orb.research(2)}to increase your <strong class='color-d'>damage</strong> by <strong>35%</strong>`,
|
||||
// description: "use <strong>1</strong> <strong class='color-r'>research</strong><br>increase your <strong class='color-d'>damage</strong> by <strong>35%</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
@@ -6260,34 +6281,34 @@
|
||||
frequency: 3,
|
||||
frequencyDefault: 3,
|
||||
allowed() {
|
||||
return (m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 0)
|
||||
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1)
|
||||
},
|
||||
requires: "metamaterial cloaking or pilot wave",
|
||||
requires: "metamaterial cloaking pilot wave or plasma torch",
|
||||
effect() {
|
||||
tech.isCloakingDamage = true
|
||||
for (let i = 0; i < 1; i++) {
|
||||
for (let i = 0; i < 2; i++) {
|
||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isCloakingDamage = false
|
||||
if (this.count > 0) powerUps.research.changeRerolls(1)
|
||||
if (this.count > 0) powerUps.research.changeRerolls(2)
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "discrete optimization",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br><strong>50%</strong> increased <strong><em>delay</em></strong> after firing",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br><strong>40%</strong> increased <strong><em>delay</em></strong> after firing",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
|
||||
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
|
||||
},
|
||||
requires: "metamaterial cloaking or pilot wave",
|
||||
requires: "metamaterial cloaking, plasma torch or pilot wave",
|
||||
effect() {
|
||||
tech.aimDamage = 1.5
|
||||
tech.aimDamage = 1.40
|
||||
b.setFireCD();
|
||||
},
|
||||
remove() {
|
||||
@@ -8459,5 +8480,6 @@
|
||||
isAddRemoveMaxHealth: null,
|
||||
removeMaxHealthOnKill: null,
|
||||
isSpawnExitTech: null,
|
||||
cloakDuplication: null
|
||||
cloakDuplication: null,
|
||||
extruderRange: null
|
||||
}
|
||||
56
todo.txt
56
todo.txt
@@ -1,32 +1,18 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
extruder:
|
||||
new tech: refractory metal - increase extruder damage radius
|
||||
fixed extruder graphics bug, and collisions bug
|
||||
dynamical systems and discrete optimization are allowed with plasma torch
|
||||
(although I nerfed them both just a bit)
|
||||
|
||||
plasma extruder
|
||||
extruder lag issues should be fixed!
|
||||
extruder graphics have a cool glow
|
||||
45% more damage
|
||||
20% more energy drain
|
||||
slows mobs a bit more
|
||||
extends faster
|
||||
it can hit mobs that get near it now instead of just inside it
|
||||
plasma jet now works with extruder
|
||||
irradiated nails: 90% damage spread over 2s -> 3s
|
||||
same total damage, but it takes 1 second longer
|
||||
toggling harpoon: 6x -> 8x damage
|
||||
also the graphic effect is more obvious
|
||||
slasher mobs will grow their sword at the farthest vertex from the player
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
toggle harpoon is weak and should be more obvious
|
||||
|
||||
Tech: "Growth": Increase damage by 3% for every mob currently alive.
|
||||
|
||||
add link URL to all tech guns and field on page load
|
||||
but only if URL is undefined so hard to search names can be added in by hand
|
||||
|
||||
slasherBoss
|
||||
sine wave of lasers that travel around vertexes
|
||||
10+ sided
|
||||
low laser damage, but it doesn't trigger damage immunity
|
||||
|
||||
slasher compute fastest direction to rotate towards player
|
||||
cross product
|
||||
|
||||
death animation ideas:
|
||||
redraw game in strange ways, to show that it's a simulation (for example the testing mode is a strange redraw of map)
|
||||
stroke only, but connect all vertices together, no moveTo
|
||||
@@ -34,25 +20,9 @@ death animation ideas:
|
||||
|
||||
be nice if block throwing had a projected path
|
||||
|
||||
slasher mob: extends a thin radial line, then spins around and damages player if in circle around mob
|
||||
do short length laser damage
|
||||
doesn't have to be a full spin
|
||||
|
||||
JUNK tech: planetesimals game inside n-gon
|
||||
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
|
||||
|
||||
how to make it more interesting to get multiple guns?
|
||||
make final boss less about having huge dps
|
||||
lower final boss health when it spawns boss
|
||||
spawn more bosses
|
||||
make guns have more weaknesses/advantages to specific situations
|
||||
no gun should be good at everything
|
||||
remove gun tech that stacks to 9?
|
||||
nerf a few of the most overpowered gun tech
|
||||
make more gun tech apply to multiple guns
|
||||
after picking up a gun tech open a menu with just gun tech for that gun?
|
||||
but then the player never gets to try the vanilla version of the gun
|
||||
|
||||
Tech: Make player smol
|
||||
|
||||
disable zoom progress when paused
|
||||
@@ -91,10 +61,6 @@ Pilot wave tech
|
||||
Grouping blocks will merge them into a massive ball
|
||||
Size, density is determined by total mass
|
||||
|
||||
|
||||
make experiment and understand vibe more obvious
|
||||
mostly in early game or first time players
|
||||
|
||||
look into 360 matter wave lag
|
||||
|
||||
aoe effect pushes mobs away, then rapidly pulls them in
|
||||
@@ -484,6 +450,8 @@ possible names for tech
|
||||
SQUID (for superconducting quantum interference device) is a very sensitive magnetometer used to measure extremely subtle magnetic fields, based on superconducting loops containing Josephson junctions.
|
||||
nuclear pasta - hard matter in neutron star
|
||||
nonlocal
|
||||
fine-tuned universe
|
||||
eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
|
||||
|
||||
a tutorial / lore intro
|
||||
needs to be optional so it doesn't slow experienced players
|
||||
|
||||
Reference in New Issue
Block a user