new JUNK
JUNK tech: meteor shower - take a shower, but meteors instead of water JUNK tech: discount - get 3 random JUNK tech for the price of 1! bug fixes I'll be off line until Saturday, so please don't submit any bug reports until I return
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@@ -124,7 +124,7 @@ function collisionChecks(event) {
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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if (!tech.isFlipFlopHarm) m.damage(dmg);
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}
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m.setMaxHealth();
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if (tech.isFlipFlopHealth) m.setMaxHealth();
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} else {
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m.damage(dmg); //normal damage
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}
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@@ -18,7 +18,7 @@ const level = {
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// m.setField("metamaterial cloaking")
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// b.giveGuns("harpoon")
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// tech.giveTech("grappling hook")
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// tech.giveTech("railgun")
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tech.giveTech("discount")
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// tech.giveTech("shape-memory alloy")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 2; i++) tech.giveTech("corona discharge")
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@@ -48,6 +48,8 @@ const level = {
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// lore.unlockTesting();
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// tech.giveTech("tinker"); //show junk tech in experiment mode
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// tech.giveRandomJUNK()
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// tech.giveRandomJUNK()
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// spawn.pickList = ["focuser", "focuser"]
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@@ -108,8 +110,11 @@ const level = {
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// if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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if ((tech.isRelay || tech.isFlipFlop) && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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m.setMaxHealth()
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if (tech.isFlipFlopHealth) m.setMaxHealth()
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if (tech.isRelayEnergy) {
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m.setMaxEnergy()
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m.energy += 2
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}
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m.eyeFillColor = m.fieldMeterColor
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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@@ -889,8 +889,10 @@ const powerUps = {
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if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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}
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if (tech.isRelayEnergy) {
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m.setMaxEnergy();
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m.setMaxHealth();
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m.energy += 2
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}
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}
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},
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// giveRandomAmmo() {
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98
js/tech.js
98
js/tech.js
@@ -122,6 +122,15 @@ const tech = {
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}
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}
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},
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giveRandomJUNK() {
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const list = []
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].isJunk) list.push(tech.tech[i].name)
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}
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let name = list[Math.floor(Math.random() * list.length)]
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tech.giveTech(name)
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${name}</span>")<em>`);
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},
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giveTech(index = 'random') {
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if (index === 'random') {
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let options = [];
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@@ -1659,8 +1668,8 @@ const tech = {
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description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>OFF</strong> state<br>take <strong>0</strong> <strong class='color-harm'>harm</strong> from collisions with mobs",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isFlipFlop
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},
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@@ -1677,8 +1686,8 @@ const tech = {
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description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>ON</strong> state<br>increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>200</strong>",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isFlipFlop && !tech.isEnergyHealth
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},
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@@ -1736,8 +1745,8 @@ const tech = {
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description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isFlipFlop || tech.isRelay
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},
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@@ -1754,8 +1763,8 @@ const tech = {
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description: "if <strong class='color-flop'>ON</strong> regen <strong>20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>1</strong> <strong class='color-f'>energy</strong> per second",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isFlipFlop || tech.isRelay
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},
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@@ -1810,8 +1819,8 @@ const tech = {
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description: "if <strong>relay switch</strong> is in the <strong class='color-flop'>ON</strong> state<br>increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>200</strong>",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isRelay
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},
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@@ -1849,8 +1858,8 @@ const tech = {
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description: "if <strong>relay switch</strong> is in the <strong class='color-flop'>ON</strong> state<br>condense <strong>4-13</strong> <strong class='color-s'>ice IX</strong> crystals every second",
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maxCount: 9,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.isRelay
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},
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@@ -7502,6 +7511,66 @@ const tech = {
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},
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remove() {}
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},
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{
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name: "discount",
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description: "get 3 random <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isJunk: true,
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isNonRefundable: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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tech.giveRandomJUNK()
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tech.giveRandomJUNK()
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tech.giveRandomJUNK()
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},
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remove() {}
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},
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{
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name: "meteor shower",
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description: "take a shower, but meteors instead of water",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isJunk: true,
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isNonRefundable: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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setInterval(() => {
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fireBlock = function(xPos, yPos) {
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const index = body.length
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spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
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const bodyBullet = body[body.length - 1]
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Matter.Body.setVelocity(body[index], { x: 5 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
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body[index].collisionFilter.category = cat.body;
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body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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body[index].classType = "body";
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Composite.add(engine.world, body[index]); //add to world
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setTimeout(() => { //remove block
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for (let i = 0; i < body.length; i++) {
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if (body[i] === bodyBullet) {
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Matter.Composite.remove(engine.world, body[i]);
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body.splice(i, 1);
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}
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}
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}, 3000 + Math.floor(6000 * Math.random()));
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}
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fireBlock(player.position.x + 600 * (Math.random() - 0.5), player.position.y - 500 - 500 * Math.random());
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// for (let i = 0, len = Math.random(); i < len; i++) {
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// }
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}, 1000);
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},
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remove() {}
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},
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{
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name: "Higgs phase transition",
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description: "instantly spawn 3 <strong class='color-m'>tech</strong>, but add a chance to<br>remove everything with a 5 minute <strong>half-life</strong>",
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@@ -8041,7 +8110,7 @@ const tech = {
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},
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{
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name: "hidden variable",
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description: `spawn ${powerUps.orb.heal(15)}<br>but hide your <strong class='color-h'>health</strong> bar`,
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description: `spawn ${powerUps.orb.heal(20)}<br>but hide your <strong class='color-h'>health</strong> bar`,
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -8054,7 +8123,7 @@ const tech = {
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effect() {
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document.getElementById("health").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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for (let i = 0; i < 15; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
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for (let i = 0; i < 20; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
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},
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remove() {}
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},
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@@ -8076,6 +8145,7 @@ const tech = {
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setTimeout(() => {
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simulation.drawCircle = savedfunction
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canvas.width = canvas.width //clears the canvas // works on chrome at least
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powerUps.spawn(m.pos.x, m.pos.y, "tech");
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}, 10000);
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// for (;;) {} //freezes the tab
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15
todo.txt
15
todo.txt
@@ -1,15 +1,20 @@
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******************************************************** NEXT PATCH **************************************************
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tech lithium-ion - give 200 max energy when relay is ON
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tech shape-memory alloy - give 200 max health when flip-flop is ON
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NOR gate now prevents damage when in the OFF state (previously ON) to work well with shape-memory alloy
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JUNK tech: meteor shower - take a shower, but meteors instead of water
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JUNK tech: discount - get 3 random JUNK tech for the price of 1!
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harpoon crouch mode now retracts at 30% greater distance than normal with no targeting
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bug fixes
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more bug fixes of course
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I'll be off line until Saturday, so please don't submit any bug reports until I return
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******************************************************** TODO ********************************************************
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tech mines: mines fire _____ instead of nails
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needles
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super balls?
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foam?
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plasma ball
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gently scale damage with circleRadius
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balance corona discharge
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