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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@@ -110,6 +110,7 @@ const simulation = {
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g: 0.0024, // applies to player, bodies, and power ups (not mobs)
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onTitlePage: true,
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isCheating: false,
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isTraining: false,
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paused: false,
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isChoosing: false,
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testing: false, //testing mode: shows wire frame and some variables
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@@ -530,6 +531,8 @@ const simulation = {
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document.getElementById("info").style.opacity = "0";
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document.getElementById("experiment-button").style.display = "inline"
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document.getElementById("experiment-button").style.opacity = "0";
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document.getElementById("training-button").style.display = "inline"
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document.getElementById("training-button").style.opacity = "0";
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document.getElementById("experiment-grid").style.display = "none"
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document.getElementById("pause-grid-left").style.display = "none"
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document.getElementById("pause-grid-right").style.display = "none"
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@@ -540,6 +543,7 @@ const simulation = {
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document.body.style.cursor = "auto";
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setTimeout(() => {
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document.getElementById("experiment-button").style.opacity = "1";
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document.getElementById("training-button").style.opacity = "1";
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document.getElementById("info").style.opacity = "1";
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document.getElementById("splash").style.opacity = "1";
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}, 200);
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@@ -588,7 +592,7 @@ const simulation = {
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requestAnimationFrame(cycle)
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}, 1000);
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},
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startGame(isBuildRun = false) {
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startGame(isBuildRun = false, isTrainingRun = false) {
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simulation.clearMap()
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if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
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document.body.style.cursor = "none";
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@@ -601,6 +605,7 @@ const simulation = {
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document.getElementById("experiment-grid").style.display = "none"
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document.getElementById("info").style.display = "none";
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document.getElementById("experiment-button").style.display = "none";
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document.getElementById("training-button").style.display = "none";
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// document.getElementById("experiment-button").style.opacity = "0";
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document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
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document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
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@@ -616,7 +621,7 @@ const simulation = {
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} else {
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Composite.add(engine.world, [player])
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}
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if (isTrainingRun) simulation.isTraining = true
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level.populateLevels()
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input.endKeySensing();
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@@ -694,6 +699,7 @@ const simulation = {
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tech.healMaxEnergyBonus = 0
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m.setMaxEnergy();
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m.energy = 0
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m.immuneCycle = 0;
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// 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);
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// simulation.makeTextLog(`
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// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
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@@ -751,6 +757,7 @@ const simulation = {
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if (b.guns[i].name === "mine") {
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if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
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b.guns[i].ammo += count
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if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
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simulation.updateGunHUD();
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break;
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}
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@@ -779,6 +786,7 @@ const simulation = {
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}
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}
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}
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simulation.lastLogTime = 0; //clear previous messages
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powerUps.totalPowerUps = powerUp.length
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let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
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tech.deathSpawnsFromBoss = 0;
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