more pulse balance, and general balance

This commit is contained in:
landgreen
2019-12-22 07:02:25 -08:00
parent adbb9c37ec
commit 989ebc478b
3 changed files with 37 additions and 49 deletions

View File

@@ -134,7 +134,7 @@ const b = {
},
{
name: "ablative synthesis",
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after taking <strong class='color-d'>damage</strong>",
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
have: false, //9
effect: () => { //makes dangerous situations more survivable
b.isModDroneOnDamage = true;
@@ -142,32 +142,24 @@ const b = {
},
{
name: "annihilation",
description: "after <strong>touching</strong> enemies, they are annihilated<br><em>doesn't trigger health or energy transfer</em>",
description: "after <strong>touching</strong> enemies, they are annihilated",
have: false, //10
effect: () => { //good with mods that heal: superconductive healing, entropy transfer
b.modAnnihilation = true
}
},
{
name: "anti-matter cores",
description: "your <strong class='color-e'>explosions</strong> are doubled in <strong>size</strong><br>immune to <strong class='color-d'>damage</strong> from <strong class='color-e'>explosions</strong>",
name: "high explosives",
description: "<strong class='color-e'>explosions</strong> are 50% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
have: false, //11
effect: () => {
b.modExplosionRadius = 1.5;
b.modExplosionRadius = 1.3;
b.isModImmuneExplosion = true;
}
},
// {
// name: "ceramic plating",
// description: "protection from to high <strong>temperatures</strong><br>5x less <strong class='color-d'>damage</strong> from <strong class='color-e'>explosions</strong> and lasers",
// have: false, //12
// effect: () => {
// b.isModImmuneExplosion = true; //good for guns with explosions
// }
// },
{
name: "entanglement",
description: "using your first gun reduces <strong class='color-d'>damage</strong> taken<br><em>scales by <strong>7%</strong> for each gun in your inventory</em>",
description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>7%</strong> for each gun in your inventory",
have: false, //13
effect: () => { // good with laser-bots
b.isModMonogamy = true
@@ -241,7 +233,7 @@ const b = {
},
{
name: "squirrel-cage rotor",
description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>falling</strong> <strong class='color-d'>damage</strong>",
description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
have: false, //22
effect: () => { // good with melee builds, content skipping builds
b.modSquirrelFx = 1.2;
@@ -1306,17 +1298,17 @@ const b = {
name: "grenades", //8
description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
ammo: 0,
ammoPack: 11,
ammoPack: 12,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
// Matter.Body.setDensity(bullet[me], 0.000001);
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].totalCycles = 100;
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.isModBulletsLastLonger);
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 80) * b.isModBulletsLastLonger);
bullet[me].restitution = 0.5;
bullet[me].explodeRad = 290;
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
@@ -1327,7 +1319,7 @@ const b = {
};
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.002;
this.force.y += this.mass * 0.0025;
};
}
}, {
@@ -1556,7 +1548,7 @@ const b = {
},
{
name: "drones", //12
description: "deploy <strong>drones</strong> that seek out enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
ammo: 0,
ammoPack: 17,
have: false,
@@ -1568,7 +1560,7 @@ const b = {
},
{
name: "guardian", //13
description: "deploy a bot that protect you for one level<br>uses a short range laser that drains <strong class='color-f'>energy</strong>",
description: "deploy a bot that <strong>protects</strong> you for <strong>one level</strong><br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
ammo: 0,
ammoPack: 1,
have: false,
@@ -1668,16 +1660,13 @@ const b = {
},
{
name: "laser", //14
description: "emit a beam of collimation coherent light<br>uses <strong class='color-f'>energy</strong> instead of ammunition",
description: "emit a beam of collimated coherent <strong>light</strong><br>uses <strong class='color-f'>energy</strong> instead of ammunition",
ammo: 0,
// ammoPack: 350,
ammoPack: Infinity,
have: false,
isStarterGun: true,
fire() {
// mech.fireCDcycle = mech.cycle + 1
//laser drains energy as well as bullets
const FIELD_DRAIN = 0.002
const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
const damage = 0.05
if (mech.fieldMeter < FIELD_DRAIN) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
@@ -1830,7 +1819,7 @@ const b = {
},
{
name: "pulse", //15
description: "emit an <strong class='color-e'>explosive</strong> laser pulse<br>each pulse uses 20% of your <strong class='color-f'>energy</strong>",
description: "power a <strong>laser</strong> that initiates a fusion <strong class='color-e'>explosion</strong><br>each pulse drains 25% of your current <strong class='color-f'>energy</strong>",
ammo: 0,
ammoPack: Infinity,
have: false,
@@ -1838,15 +1827,14 @@ const b = {
fire() {
//calculate laser collision
let best;
let range = 6000
const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
let range = 4000
const path = [{
x: mech.pos.x + 20 * Math.cos(dir),
y: mech.pos.y + 20 * Math.sin(dir)
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(dir),
y: mech.pos.y + range * Math.sin(dir)
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
@@ -1909,10 +1897,11 @@ const b = {
};
}
const energy = mech.fieldMeter * 0.2
//use energy to explode
const energy = mech.fieldMeter * 0.25
mech.fieldMeter -= energy
if (best.who) b.explosion(path[1], 1300 * energy)
mech.fireCDcycle = mech.cycle + Math.floor(20 * b.modFireRate); // cool down
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
//draw laser beam
ctx.beginPath();
@@ -1928,17 +1917,17 @@ const b = {
ctx.lineWidth = 4
ctx.stroke();
//draw little dot sparkles
//draw little dots along the laser path
const sub = Matter.Vector.sub(path[1], path[0])
const mag = Matter.Vector.magnitude(sub)
for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
const dist = Math.random()
game.drawList.push({
x: path[0].x + sub.x * dist + 30 * (Math.random() - 0.5),
y: path[0].y + sub.y * dist + 30 * (Math.random() - 0.5),
radius: 1 + 2 * Math.random(),
x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
radius: 1 + 4 * Math.random(),
color: "rgba(255,0,0,0.5)",
time: Math.floor(2 + 7 * Math.random())
time: Math.floor(2 + 33 * Math.random() * Math.random())
});
}
}

View File

@@ -301,7 +301,7 @@ const mech = {
game.clearNow = true; //triggers a map reset
//count mods
let totalMods = -2; //lose the immortality mod and one more, so -2
let totalMods = -2; //lose 2 mods for balance reasons
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].have) totalMods++
}
@@ -311,9 +311,9 @@ const mech = {
for (let i = 0; i < totalMods; i++) {
//find what mods I don't have
let options = [];
for (let i = 0; i < b.mods.length; i++) {
for (let i = 0, len = b.mods.length; i < len; i++) {
//can't get quantum immortality again
if (i !== 7 && !b.mods[i].have) options.push(i);
if (b.mods[i].name !== "quantum immortality" && !b.mods[i].have) options.push(i);
}
//add a new mod
if (options.length > 0) {
@@ -1287,15 +1287,14 @@ const mech = {
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
//draw shield around player
const pushRange = 110;
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, pushRange, 0, 2 * Math.PI);
ctx.arc(mech.pos.x, mech.pos.y, 110, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,0,255,0.05)"
ctx.fill();
mech.grabPowerUp();
mech.lookForPickUp();
mech.pushMobs360(pushRange);
mech.pushMobs360(120);
// mech.pushBody360(100); //disabled because doesn't work at short range
} else {
mech.fieldCDcycle = mech.cycle + 120; //if out of energy
@@ -1398,7 +1397,7 @@ const mech = {
},
{
name: "standing wave harmonics",
description: "three oscillating <strong>shields</strong> are perminantly active<br><strong class='color-f'>energy</strong> regenerates at normal rate",
description: "three oscillating <strong>shields</strong> are perminantly active<br><strong class='color-f'>energy</strong> regenerates while field is active",
effect: () => {
mech.fieldMode = 4;
mech.fieldText();

View File

@@ -70,7 +70,7 @@ summary {
display: none;
/* display: grid; */
grid-template-columns: repeat(auto-fit, minmax(305px, 1fr));
grid-template-columns: repeat(auto-fit, minmax(310px, 1fr));
grid-auto-rows: minmax(auto, auto);
grid-gap: 16px;