training maps
first 4 levels of the training maps are live this is very much a work in progress, but I'm putting it up for feedback stunned and frozen mobs do no harm by default removed tech: osmoprotectant - stunned and frozen mobs do no harm tech: annelids - randomly increase worm size and damage up to 100% weak anthropic principle gives 45->50% duplication chance after almost dieing complex spin-statistics immune to harm for 1.5->1.8 s every 7 s exciton gives 60->66% damage electronegativity gives 1% dmg for every 11->10 stored energy arsenal gives 14->12% more damage per gun pair production is now also a standing wave field tech mass-energy takes 10% less damage JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
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@@ -647,7 +647,7 @@ const m = {
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}
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if (tech.isEnergyHealth) {
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m.energy -= dmg * 1.1;
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m.energy -= dmg
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if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
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if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
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tech.isDeathAvoidedThisLevel = true
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@@ -1248,7 +1248,6 @@ const m = {
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, range, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
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ctx.lineWidth = 2;
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ctx.lineCap = "butt"
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ctx.stroke();
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let eye = 13;
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let aMag = 0.75 * Math.PI * m.fieldArc
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@@ -1741,7 +1740,6 @@ const m = {
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, m.fieldRange, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
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ctx.lineWidth = 2.5 - 1.5 * wave;
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ctx.lineCap = "butt"
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ctx.stroke();
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const curve = 0.57 + 0.04 * wave
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const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
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@@ -1766,7 +1764,6 @@ const m = {
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ctx.beginPath();
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ctx.arc(m.fieldPosition.x, m.fieldPosition.y, m.fieldRange, m.fieldAngle - Math.PI * m.fieldArc, m.fieldAngle + Math.PI * m.fieldArc, false);
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ctx.lineWidth = 2.5 - 1.5 * wave;
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ctx.lineCap = "butt"
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ctx.stroke();
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const curve = 0.8 + 0.06 * wave
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const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
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@@ -3564,7 +3561,7 @@ const m = {
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m.immuneCycle < m.cycle &&
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// (obj === playerBody || obj === playerHead) &&
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(obj === player) &&
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!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
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!mob[k].isSlowed && !mob[k].isStunned
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) {
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mob[k].foundPlayer();
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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