more wave beam adjustments

This commit is contained in:
landgreen
2021-05-05 05:47:54 -07:00
parent c10e110a5d
commit 93bdb5e8c3
6 changed files with 117 additions and 137 deletions

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.DS_Store vendored

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@@ -342,6 +342,7 @@ const b = {
if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
mob[i].locatePlayer();
damageScale *= 0.87 //reduced damage for each additional explosion target
}
@@ -3614,7 +3615,7 @@ const b = {
ammoPack: 75,
have: false,
wavePacketCycle: 0,
delay: 40,
delay: 45,
do() {
if (this.wavePacketCycle && !input.fire) {
this.wavePacketCycle = 0;
@@ -3623,16 +3624,17 @@ const b = {
},
damage: 1,
fire() {
for (let i = 0; i < 2; i++) {
totalCycles = Math.floor(4.3 * tech.wavePacketLength * tech.waveReflections * tech.isBulletsLastLonger)
// for (let i = 0; i < 2; i++) {
const me = bullet.length;
bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 5, 4, {
angle: m.angle,
cycle: -0.5,
endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 4.3 * tech.wavePacketLength) * tech.isBulletsLastLonger),
endCycle: simulation.cycle + totalCycles,
inertia: Infinity,
frictionAir: 0,
slow: 0,
amplitude: (m.crouch ? 10 : 20) * Math.sin(this.wavePacketCycle * tech.wavePacketFrequency) * ((i % 2) ? -1 : 1),
amplitude: (m.crouch ? 10 : 20) * Math.sin(this.wavePacketCycle * tech.wavePacketFrequency) * ((this.wavePacketCycle % 2) ? -1 : 1),
minDmgSpeed: 0,
dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage, //also control damage when you divide by mob.mass
classType: "bullet",
@@ -3688,15 +3690,14 @@ const b = {
waveSpeedBody = 1.9
}
if (tech.waveReflections) {
const range = 100
bullet[me].reflectCycle = range
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
bullet[me].do = function() {
if (!m.isBodiesAsleep) {
this.query()
if (this.cycle > this.reflectCycle) {
this.reflectCycle += range
this.reflectCycle += totalCycles / tech.waveReflections
Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1));
if (this.reflectCycle > range * (1 + tech.waveReflections)) this.endCycle = 0;
// if (this.reflectCycle > tech.waveLengthRange * (1 + tech.waveReflections)) this.endCycle = 0;
}
this.wiggle()
}
@@ -3715,7 +3716,7 @@ const b = {
y: tech.waveBeamSpeed * Math.sin(m.angle)
});
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
}
// }
//fire some of bullets then delay for a while
this.wavePacketCycle++
if (this.wavePacketCycle > tech.wavePacketLength) {

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@@ -15,14 +15,14 @@ const level = {
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("nano-scale manufacturing")
// m.setField("metamaterial cloaking")
// b.giveGuns("wave beam")
// tech.isExplodeRadio = true
// tech.giveTech("phase velocity")
// for (let i = 0; i < 3; i++) tech.giveTech("wavelength")
// for (let i = 0; i < 1; i++) tech.giveTech("bound state")
// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
// for (let i = 0; i < 3; i++) tech.giveTech("amplitude")
// for (let i = 0; i < 9; i++) tech.giveTech("packet length")
// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
// for (let i = 0; i < 9; i++) tech.giveTech("propagation")
// for (let i = 0; i < 9; i++) tech.giveTech("amplitude")
// tech.isExplodeRadio = true;
// tech.isMineSentry = true

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@@ -1958,7 +1958,7 @@ const m = {
//120 cycles after shooting (or using field) enable cloak
if (m.energy < 0.05 && m.fireCDcycle < m.cycle && !input.fire) m.fireCDcycle = m.cycle
if (m.fireCDcycle + 50 < m.cycle) {
if (m.fireCDcycle + 50 < m.cycle && !input.fire) { //automatically cloak if not firing
if (!m.isCloak) {
m.isCloak = true //enter cloak
if (tech.isIntangible) {

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@@ -3614,46 +3614,43 @@
},
{
name: "bound state",
description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>2</strong> times",
description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>1</strong> times",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam") && tech.wavePacketLength === 36
return tech.haveGunCheck("wave beam")
},
requires: "wave beam, not wavelength",
requires: "wave beam",
effect() {
tech.waveReflections += 2
// tech.waveFrequency = 0.2
tech.waveReflections++
},
remove() {
tech.waveReflections = 0
// tech.waveFrequency = 0.35 //this is also set in "wavelength"
tech.waveReflections = 1
}
},
{
name: "wavelength",
name: "packet length",
description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
isGunTech: true,
maxCount: 9,
maxCount: 3,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.waveReflections
return tech.haveGunCheck("wave beam")
},
requires: "wave beam, not bound state",
requires: "wave beam",
effect() {
const scale = 1.5
tech.wavePacketLength *= scale //if you change this to not be 36 update /36 in wave .dmg
const scale = 1.5 - 0.025 * this.count
tech.waveLengthRange *= Math.sqrt(scale)
tech.wavePacketLength *= scale
tech.wavePacketFrequency /= scale
// tech.wavePacketLength = tech.wavePacketFrequency * 420 //36 //how many wave packets are released // double this to emit 2 packets
// tech.waveFrequency *= 0.8
},
remove() {
tech.wavePacketFrequency = 0.088 //shorten wave packet
tech.wavePacketLength = tech.wavePacketFrequency * 408 //36.96 //how many wave packets are released // double this to emit 2 packets
// tech.waveFrequency = 0.35 //this is also set in "bound state" //increase -> shrink amplitude, add more nodes
tech.waveLengthRange = 140;
}
},
{
@@ -3680,7 +3677,7 @@
name: "propagation",
description: "wave packet propagation <strong>speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
isGunTech: true,
maxCount: 3,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
@@ -3689,11 +3686,11 @@
requires: "wave beam",
effect() {
tech.waveBeamSpeed *= 0.75;
tech.waveBeamDamage += 0.55 * 0.5
tech.waveBeamDamage += 1.2 * 0.5
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamDamage = 0.55 //this sets base wave beam damage
tech.waveBeamDamage = 1.2 //this sets base wave beam damage
}
},
{
@@ -3714,24 +3711,6 @@
tech.isPhaseVelocity = false;
}
},
// {
// name: "imaginary",
// description: "the <strong>wavePacket</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// allowed() {
// return tech.haveGunCheck("wave beam")
// },
// requires: "wave beam",
// effect() {
// tech.isImaginaryWave = true
// },
// remove() {
// tech.isImaginaryWave = false
// }
// },
{
name: "cruise missile",
description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
@@ -6575,4 +6554,5 @@
isImaginaryWave: null,
waveBeamSpeed: null,
wavePacketAmplitude: null,
waveLengthRange: null,
}

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@@ -1,11 +1,9 @@
******************************************************** NEXT PATCH ********************************************************
several small wave beam tech adjustments
more wave beam balance
******************************************************** BUGS ********************************************************
power ups don't float up in acid anymore?
increase the width on the grid by a few pixels so that very small screens or people with odd fonts don't goto a new line
you have to press z once to get copy to work for simulation.enableConstructMode() sometimes
@@ -36,11 +34,12 @@ is there a way to check if the player is stuck inside the map or block
******************************************************** TODO ********************************************************
wave tech: delay similar to foam
wave tech: delay similar to quantum foam
firing makes the entire packet, but with a delay?
wave tech: dispersion - add noise and damage to waves
wave tech: chirp - amplitude and damage increases towards the end of the wavePacket
wave tech: wave bullets are removed after doing damage, but they do something
more damage, explode, freeze, stun radiation
more damage, explode, freeze,
tech: mobs that die while frozen produce ice-IX bullets