biohazard map
new level biohazard by INOOBBOI AND THESHWARMA enable community maps in settings some coupling tech spawns power ups instead of directly giving coupling fine-structure constant gives 60 coupling power ups, lose 0.5 coupling after mob collision tech: decoupling: when ON: +5.00 coupling OFF: spawn a WIMP (probably adds coupling drift bugs) JUNK tech - boost - spawn a large number of boost power ups several bug fixes mob - flutter is no longer treated as a boss
This commit is contained in:
15
js/engine.js
15
js/engine.js
@@ -119,11 +119,25 @@ function collisionChecks(event) {
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = 'transparent'
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m.damage(dmg);
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if (tech.isFlipFlopCoupling) {
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m.couplingChange(-5)
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
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}
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spawn.WIMP()
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mob[mob.length - 1].isDecoupling = true //so you can find it to remove
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}
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} else {
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tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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if (!tech.isFlipFlopHarm) m.damage(dmg);
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if (tech.isFlipFlopCoupling) {
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m.couplingChange(5)
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
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}
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}
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}
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if (tech.isFlipFlopHealth) {
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m.setMaxHealth();
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@@ -146,6 +160,7 @@ function collisionChecks(event) {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isCouplingNoHit) m.couplingChange(-0.5)
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit();
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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@@ -257,7 +257,7 @@ const build = {
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<br><strong class='color-defense'>defense</strong>: ${(1-m.harmReduction()).toPrecision(3)} difficulty: ${(1/simulation.dmgScale).toPrecision(3)}
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${b.fireCDscale < 1 ? `<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%`: ""}
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${tech.duplicationChance() ? `<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%`: ""}
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${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} <span style = 'font-size:90%;'>`+m.couplingDescription(true)+"</span>": ""}
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${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} <span style = 'font-size:90%;'>`+m.couplingDescription()+"</span>": ""}
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${botText}
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<br>
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<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)})
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2552
js/level.js
2552
js/level.js
File diff suppressed because it is too large
Load Diff
26
js/player.js
26
js/player.js
@@ -317,6 +317,7 @@ const m = {
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},
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alive: false,
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switchWorlds() {
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powerUps.boost.endCycle = 0
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const totalGuns = b.inventory.length
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//track ammo/ ammoPack count
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let ammoCount = 0
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@@ -506,7 +507,7 @@ const m = {
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},
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baseHealth: 1,
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setMaxHealth() {
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m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth + (m.fieldMode === 0 || m.fieldMode === 5) * 0.5 * m.coupling
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m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth //+ (m.fieldMode === 0 || m.fieldMode === 5) * 0.5 * m.coupling
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document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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@@ -658,11 +659,11 @@ const m = {
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},
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collisionImmuneCycles: 30,
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damage(dmg) {
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if (tech.isCouplingNoHit) {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "fine-structure constant") powerUps.ejectTech(i, true)
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}
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}
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// if (tech.isCouplingNoHit) {
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// for (let i = 0, len = tech.tech.length; i < len; i++) {
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// if (tech.tech[i].name === "fine-structure constant") powerUps.ejectTech(i, true)
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// }
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// }
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if (tech.isRewindAvoidDeath && m.energy > 0.6 && dmg > 0.01) {
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const steps = Math.floor(Math.min(299, 150 * m.energy))
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simulation.makeTextLog(`<span class='color-var'>m</span>.rewind(${steps})`)
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@@ -1565,11 +1566,10 @@ const m = {
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}
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},
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hold() {},
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couplingDescription(isScaled = false) {
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const couple = isScaled ? m.coupling : 1
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couplingDescription(couple = m.coupling) {
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switch (m.fieldMode) {
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case 0: //field emitter
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return `gain the effects of <strong>all</strong> <strong class='color-f'>fields</strong>`
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return `gain the <strong class='color-coupling'>coupling</strong> effects of <strong>all</strong> <strong class='color-f'>fields</strong>`
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case 1: //standing wave
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return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
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case 2: //perfect diamagnetism
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@@ -1591,12 +1591,16 @@ const m = {
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return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(20*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>`
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}
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},
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couplingChange() {
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couplingChange(change = 0) {
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if (change > 0) simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> ${change}`, 60);
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m.coupling += change
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if (m.coupling < 0) m.coupling = 0 //can't go negative
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// m.setMaxEnergy();
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// m.setMaxHealth();
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m.setFieldRegen()
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mobs.setMobSpawnHealth();
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powerUps.setDupChance();
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if ((m.fieldMode === 0 || m.fieldMode === 9) && !build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
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// m.collisionImmuneCycles = 30 + m.coupling * 120 //2 seconds
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// switch (m.fieldMode) {
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@@ -2681,7 +2685,6 @@ const m = {
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},
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{
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name: "time dilation",
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// description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-defense'>harm</strong>",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+25%</strong> movement, jumping, and <strong><em>fire rate</em></strong><br>generate <strong>18</strong> <strong class='color-f'>energy</strong> per second",
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set() {
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// m.fieldMeterColor = "#0fc"
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@@ -2720,6 +2723,7 @@ const m = {
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this.rewindCount = 0
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m.grabPowerUpRange2 = 300000
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m.hold = function() {
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console.log(m.fieldCDcycle)
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m.grabPowerUp();
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// //grab power ups
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// for (let i = 0, len = powerUp.length; i < len; ++i) {
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210
js/powerup.js
210
js/powerup.js
@@ -355,11 +355,7 @@ const powerUps = {
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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}
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if (tech.isCancelCouple) {
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simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> 0.5`);
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m.coupling += 0.5
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m.couplingChange()
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}
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if (tech.isCancelCouple) powerUps.coupling.spawnDelay(5)
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// if (tech.isCancelTech && Math.random() < 0.3) {
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// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false);
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// simulation.makeTextLog(`<strong>options exchange</strong>: returns 1 <strong class='color-m'>tech</strong>`)
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@@ -402,10 +398,22 @@ const powerUps = {
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return 13;
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},
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effect() {
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simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> 0.1`);
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m.coupling += 0.1
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m.couplingChange()
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m.couplingChange(0.1)
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},
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spawnDelay(num) {
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let count = num
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let respawnDrones = () => {
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if (count > 0) {
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requestAnimationFrame(respawnDrones);
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if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
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count--
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const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
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powerUps.spawn(where.x, where.y, "coupling");
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}
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}
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}
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requestAnimationFrame(respawnDrones);
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}
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},
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boost: {
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name: "boost",
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@@ -429,7 +437,7 @@ const powerUps = {
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ctx.lineWidth = 4
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ctx.stroke();
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}
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}
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},
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},
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research: {
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count: 0,
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@@ -1069,151 +1077,20 @@ const powerUps = {
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}
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}
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},
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// effectOld() {
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// if (m.alive) {
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// function pick(skip1 = null, skip2 = null, skip3 = null, skip4 = null) {
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// let options = [];
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// for (let i = 0; i < tech.tech.length; i++) {
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// if (tech.tech[i].count < tech.tech[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
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// for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
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// }
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// }
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// powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
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// const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
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// if (powerUps.tech.choiceLog.length > totalChoices || powerUps.tech.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
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// for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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// if (options.length > totalChoices) {
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// for (let j = 0, len = options.length; j < len; j++) {
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// if (powerUps.tech.choiceLog[powerUps.tech.length - 1 - i] === options[j]) {
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// options.splice(j, 1) //remove previous choice from option pool
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// break;
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// }
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// }
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// }
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// }
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// }
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// if (options.length > 0) {
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// // const choose = options[Math.floor(Math.random() * options.length)]
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// const choose = options[Math.floor(Math.seededRandom(0, options.length))]
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// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
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// if (tech.tech[choose].isFieldTech) {
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
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// <span style="position:relative;">
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// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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// <div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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// </span>
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// ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
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// } else if (tech.tech[choose].isGunTech) {
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
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// <span style="position:relative;">
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// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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// <div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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// </span>
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// ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
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// } else if (tech.tech[choose].isLore) {
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
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// } else if (tech.tech[choose].isJunk) {
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
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// } else {
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
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// }
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// // text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name}</div> ${tech.tech[choose].description}</div>`
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// return choose
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// } else if (tech.isBanish) { //if no tech options available eject banish tech
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// for (let i = 0, len = tech.tech.length; i < len; i++) {
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// if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i)
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// }
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// }
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// }
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// let text = ""
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// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
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// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
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// let choice1 = pick()
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// // console.log(choice1)
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// let choice2 = null
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// let choice3 = null
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// if (choice1 !== null) {
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// powerUps.tech.choiceLog.push(choice1)
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// if (!tech.isDeterminism) {
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// choice2 = pick(choice1)
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// // if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice2})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice2].name}</div> ${tech.tech[choice2].description}</div>`
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// choice3 = pick(choice1, choice2)
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// // if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice3})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice3].name}</div> ${tech.tech[choice3].description}</div>`
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// powerUps.tech.choiceLog.push(choice2)
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// powerUps.tech.choiceLog.push(choice3)
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// }
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// if (tech.extraChoices) {
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// let choice4 = pick(choice1, choice2, choice3)
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// // if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice4})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice4].name}</div> ${tech.tech[choice4].description}</div>`
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// let choice5 = pick(choice1, choice2, choice3, choice4)
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// // if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice5})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice5].name}</div> ${tech.tech[choice5].description}</div>`
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// powerUps.tech.choiceLog.push(choice4)
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// powerUps.tech.choiceLog.push(choice5)
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// }
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// // if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> research <span class="research-select">${powerUps.research.count}</span></div></div>`
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// if (tech.isExtraGunField) {
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// if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
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// //bonus gun in tech menu
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// let choiceGun = powerUps.gun.pick(b.guns)
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// powerUps.gun.choiceLog.push(choiceGun)
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choiceGun})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choiceGun].name}</div> ${b.guns[choiceGun].description}</div>`
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// } else {
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// //bonus field in tech menu
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// let choiceField = powerUps.field.pick(m.fieldUpgrades)
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// powerUps.field.choiceLog.push(choiceField)
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
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// }
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// }
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// if (tech.tooManyTechChoices) {
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// tech.tooManyTechChoices--
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// for (let i = 0; i < powerUps.tech.lastTotalChoices; i++) pick()
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// }
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// if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
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// tech.isBrainstormActive = true
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// let count = 0
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// requestAnimationFrame(cycle);
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// function cycle() {
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// count++
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// if (count < tech.brainStormDelay * 5 && simulation.isChoosing) {
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// if (!(count % tech.brainStormDelay)) {
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// powerUps.tech.effect();
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// document.getElementById("choose-grid").style.pointerEvents = "auto"; //turn off the normal 500ms delay
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// document.body.style.cursor = "auto";
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// document.getElementById("choose-grid").style.transitionDuration = "0s";
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// }
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// requestAnimationFrame(cycle);
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// } else {
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// tech.isBrainstormActive = false
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// }
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// }
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// }
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// //add in research button or pseudoscience button
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// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
||||
// tech.junkResearchNumber = Math.floor(5 * Math.random())
|
||||
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
|
||||
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
||||
// text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
||||
// } else if (powerUps.research.count) {
|
||||
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
|
||||
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
|
||||
// // text += `</span> <span class='research-select'>research</span></div></div>`
|
||||
// text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
||||
// }
|
||||
// document.getElementById("choose-grid").innerHTML = text
|
||||
// powerUps.showDraft();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
},
|
||||
spawnDelay(type, num) {
|
||||
let count = num
|
||||
let cycle = () => {
|
||||
if (count > 0) {
|
||||
requestAnimationFrame(cycle);
|
||||
if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
|
||||
count--
|
||||
const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
|
||||
powerUps.spawn(where.x, where.y, type);
|
||||
}
|
||||
}
|
||||
}
|
||||
requestAnimationFrame(cycle);
|
||||
},
|
||||
onPickUp(who) {
|
||||
powerUps.research.currentRerollCount = 0
|
||||
@@ -1231,25 +1108,30 @@ const powerUps = {
|
||||
tech.isFlipFlopOn = false
|
||||
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
|
||||
m.eyeFillColor = 'transparent'
|
||||
if (tech.isFlipFlopCoupling) {
|
||||
m.couplingChange(-5)
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
spawn.WIMP()
|
||||
mob[mob.length - 1].isDecoupling = true //so you can find it to remove
|
||||
}
|
||||
} else {
|
||||
tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
|
||||
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
|
||||
m.eyeFillColor = m.fieldMeterColor //'#0cf'
|
||||
if (tech.isFlipFlopCoupling) {
|
||||
m.couplingChange(5)
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tech.isRelayEnergy) m.setMaxEnergy();
|
||||
}
|
||||
},
|
||||
// giveRandomAmmo() {
|
||||
// const ammoTarget = Math.floor(Math.random() * (b.guns.length));
|
||||
// const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6);
|
||||
// if (ammo !== Infinity) {
|
||||
// b.guns[ammoTarget].ammo += ammo;
|
||||
// simulation.updateGunHUD();
|
||||
// simulation.makeTextLog(`${b.guns[ammoTarget].name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammo}`);
|
||||
// }
|
||||
// },
|
||||
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
|
||||
if ((Math.random() * Math.random() - 0.3 > Math.sqrt(m.health) && !tech.isEnergyHealth) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
||||
if (!tech.isEnergyHealth && (Math.random() * Math.random() - 0.3 > Math.sqrt(m.health)) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
||||
powerUps.spawn(x, y, "heal");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -775,6 +775,7 @@ const simulation = {
|
||||
powerUps.field.choiceLog = [];
|
||||
powerUps.totalPowerUps = 0;
|
||||
powerUps.research.count = 0;
|
||||
powerUps.boost.endCycle = 0
|
||||
m.setFillColors();
|
||||
// m.maxHealth = 1
|
||||
// m.maxEnergy = 1
|
||||
|
||||
@@ -340,7 +340,7 @@ const spawn = {
|
||||
}
|
||||
setTimeout(() => {
|
||||
this.do = this.awake;
|
||||
}, 500 + 2000 * Math.random());
|
||||
}, 1000 * Math.random());
|
||||
}
|
||||
this.checkStatus();
|
||||
};
|
||||
@@ -2710,7 +2710,6 @@ const spawn = {
|
||||
flutter(x, y, radius = 20 + 6 * Math.random()) {
|
||||
mobs.spawn(x, y, 7, radius, '#16576b');
|
||||
let me = mob[mob.length - 1];
|
||||
me.isBoss = true;
|
||||
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
// me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
|
||||
|
||||
327
js/tech.js
327
js/tech.js
@@ -57,7 +57,7 @@ const tech = {
|
||||
}
|
||||
if (tech.tech[index].count === 0) return 0
|
||||
const totalRemoved = tech.tech[index].count
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[index].name}</span>")`)
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[index].name}</span>")`, 360)
|
||||
tech.tech[index].remove();
|
||||
tech.tech[index].count = 0;
|
||||
tech.totalCount -= totalRemoved
|
||||
@@ -295,9 +295,7 @@ const tech = {
|
||||
isNonRefundable: true,
|
||||
// isExperimentHide: true,
|
||||
isBadRandomOption: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||||
@@ -367,7 +365,7 @@ const tech = {
|
||||
const index = Math.floor(Math.random() * gunTechPool.length)
|
||||
tech.giveTech(gunTechPool[index]) // choose from the gun pool
|
||||
tech.tech[gunTechPool[index]].isFromAppliedScience = true //makes it not remove properly under paradigm shift
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`)
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`, 360)
|
||||
}
|
||||
}
|
||||
simulation.boldActiveGunHUD();
|
||||
@@ -381,9 +379,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isDamageForGuns = true;
|
||||
@@ -399,9 +395,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isFireRateForGuns = true;
|
||||
@@ -605,9 +599,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.crouchAmmoCount = true
|
||||
@@ -870,9 +862,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isBulletsLastLonger += 0.3
|
||||
@@ -989,9 +979,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.deathSkipTime++
|
||||
@@ -1008,9 +996,9 @@ const tech = {
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isEnergyHealth
|
||||
return !tech.isEnergyHealth && !tech.isRewindField
|
||||
},
|
||||
requires: "not mass-energy",
|
||||
requires: "not mass-energy, retrocausality",
|
||||
effect() {
|
||||
tech.isNoFireDefense = true
|
||||
},
|
||||
@@ -1026,9 +1014,9 @@ const tech = {
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
return !tech.isRewindField
|
||||
},
|
||||
requires: "",
|
||||
requires: "not retrocausality",
|
||||
effect() {
|
||||
tech.isNoFireDamage = true
|
||||
},
|
||||
@@ -1856,14 +1844,30 @@ const tech = {
|
||||
requires: "not relay switch",
|
||||
effect() {
|
||||
tech.isFlipFlop = true //do you have this tech?
|
||||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||||
if (!tech.isFlipFlopOn) {
|
||||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||||
if (tech.isFlipFlopCoupling) {
|
||||
m.couplingChange(5)
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!m.isShipMode) {
|
||||
m.draw = m.drawFlipFlop
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isFlipFlop = false
|
||||
tech.isFlipFlopOn = false
|
||||
if (tech.isFlipFlopOn) {
|
||||
tech.isFlipFlopOn = false //what is the state of flip-Flop?
|
||||
if (tech.isFlipFlopCoupling) {
|
||||
m.couplingChange(5)
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
}
|
||||
}
|
||||
m.eyeFillColor = 'transparent'
|
||||
}
|
||||
},
|
||||
@@ -1921,6 +1925,47 @@ const tech = {
|
||||
tech.isFlipFlopEnergy = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "decoupling",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Decoupling_(cosmology)' class="link">decoupling</a>`,
|
||||
descriptionFunction() {
|
||||
//<span style = 'font-size:80%;'>(${ m.couplingDescription(this.bonus)})</span>
|
||||
return `if <strong class='color-flop'>ON</strong> <strong>+5</strong> <strong class='color-coupling'>coupling</strong><br>if <strong class='color-flop'>OFF</strong> a dangerous particle slowly <strong>chases</strong> you`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
bonus: 5, //coupling given
|
||||
allowed() {
|
||||
return tech.isFlipFlop || tech.isRelay
|
||||
},
|
||||
requires: "ON/OFF tech",
|
||||
effect() {
|
||||
tech.isFlipFlopCoupling = true;
|
||||
if (tech.isFlipFlopOn) {
|
||||
m.couplingChange(this.bonus)
|
||||
} else {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
spawn.WIMP()
|
||||
mob[mob.length - 1].isDecoupling = true //so you can find it to remove
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isFlipFlopCoupling = false;
|
||||
if (tech.isFlipFlop || tech.isRelay) {
|
||||
if (tech.isFlipFlopOn) {
|
||||
m.couplingChange(-this.bonus)
|
||||
} else {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "relay switch",
|
||||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||||
@@ -1948,14 +1993,30 @@ const tech = {
|
||||
requires: "not flip-flop",
|
||||
effect() {
|
||||
tech.isRelay = true //do you have this tech?
|
||||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||||
if (!tech.isFlipFlopOn) {
|
||||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||||
if (tech.isFlipFlopCoupling) {
|
||||
m.couplingChange(5)
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!m.isShipMode) {
|
||||
m.draw = m.drawFlipFlop
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isRelay = false
|
||||
tech.isFlipFlopOn = false
|
||||
if (tech.isFlipFlopOn) {
|
||||
tech.isFlipFlopOn = false //what is the state of flip-Flop?
|
||||
if (tech.isFlipFlopCoupling) {
|
||||
m.couplingChange(-5)
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||||
}
|
||||
}
|
||||
}
|
||||
m.eyeFillColor = 'transparent'
|
||||
}
|
||||
},
|
||||
@@ -2081,9 +2142,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isDroneOnDamage = true;
|
||||
@@ -2376,9 +2435,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isLowEnergyDamage = true;
|
||||
@@ -3304,9 +3361,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isBoostPowerUps = true
|
||||
@@ -3406,7 +3461,7 @@ const tech = {
|
||||
{
|
||||
name: "field coupling",
|
||||
descriptionFunction() {
|
||||
return `<strong>+1</strong> <strong class='color-coupling'>coupling</strong> <em>(${m.fieldUpgrades[m.fieldMode].name})</em><br>${ m.couplingDescription()} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
return `spawn ${powerUps.orb.coupling(10)}<br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
},
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -3417,19 +3472,27 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> 1`);
|
||||
m.coupling += 1
|
||||
m.couplingChange()
|
||||
powerUps.spawnDelay("coupling", 10)
|
||||
},
|
||||
remove() {
|
||||
m.coupling -= this.count
|
||||
m.couplingChange()
|
||||
if (this.count) {
|
||||
m.couplingChange(-this.count)
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "quintessence",
|
||||
descriptionFunction() {
|
||||
return `use all your ${powerUps.orb.research(1)} to get <strong>+${this.count ? this.researchUsed*this.couplingToResearch:powerUps.research.count*this.couplingToResearch}</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription()} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
let converted = powerUps.research.count * this.couplingToResearch
|
||||
if (this.count) converted = this.researchUsed * this.couplingToResearch
|
||||
|
||||
let orbText
|
||||
if (converted > 20) {
|
||||
orbText = `${converted} ${powerUps.orb.coupling()}`
|
||||
} else {
|
||||
orbText = powerUps.orb.coupling(converted)
|
||||
}
|
||||
return `use all your ${powerUps.orb.research(1)} to spawn <strong>${orbText}<br></strong>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3442,35 +3505,32 @@ const tech = {
|
||||
researchUsed: 0,
|
||||
couplingToResearch: 0.25,
|
||||
effect() {
|
||||
let count = 0
|
||||
while (powerUps.research.count > 0) {
|
||||
powerUps.research.changeRerolls(-1)
|
||||
count += 10
|
||||
this.researchUsed++
|
||||
simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> ${(this.couplingToResearch).toFixed(2)}`);
|
||||
m.coupling += this.couplingToResearch
|
||||
}
|
||||
m.couplingChange()
|
||||
powerUps.spawnDelay("coupling", count)
|
||||
},
|
||||
remove() {
|
||||
if (this.count) {
|
||||
m.coupling -= this.researchUsed * this.couplingToResearch
|
||||
m.couplingChange(-this.researchUsed * this.couplingToResearch)
|
||||
powerUps.research.changeRerolls(this.researchUsed)
|
||||
this.researchUsed = 0
|
||||
}
|
||||
m.couplingChange()
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "virtual particles",
|
||||
descriptionFunction() {
|
||||
return `after mobs <strong>die</strong> they have a <strong>17%</strong> chance to<br>spawn ${powerUps.orb.coupling(1)} that give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>`
|
||||
return `after mobs <strong>die</strong> they have a <strong>17%</strong> chance to<br>spawn ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isCouplingPowerUps = true //about 20-30 mobs per level so at 16% and 0.1 coupling that's about 25 * 0.16 * 0.1 = 0.4 coupling per level with out duplication
|
||||
@@ -3482,38 +3542,35 @@ const tech = {
|
||||
{
|
||||
name: "fine-structure constant",
|
||||
descriptionFunction() {
|
||||
return `+${this.value} <strong class='color-coupling'>coupling</strong>, <span style = 'font-size:85%;'><strong>eject</strong> this <strong class='color-m'>tech</strong> after losing <strong class='color-h'>health</strong></span><br>${ m.couplingDescription()} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
return `spawn ${this.value} ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>
|
||||
<br><strong>-0.5</strong> <strong class='color-coupling'>coupling</strong> after mob <strong>collisions</strong>
|
||||
<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 100,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
value: 6,
|
||||
isNonRefundable: true,
|
||||
allowed: () => true,
|
||||
value: 60,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isCouplingNoHit = true
|
||||
simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> ${(this.value).toFixed(1)}`);
|
||||
m.coupling += this.value
|
||||
m.couplingChange()
|
||||
this.maxCount = 0
|
||||
powerUps.spawnDelay("coupling", this.value)
|
||||
},
|
||||
remove() {
|
||||
if (this.count) {
|
||||
m.coupling -= this.value
|
||||
m.couplingChange()
|
||||
} else {
|
||||
this.maxCount = 1
|
||||
}
|
||||
// if (this.count) {
|
||||
// m.couplingChange(-this.value)
|
||||
// } else {
|
||||
// this.maxCount = 1 //reset only take this once per game
|
||||
// }
|
||||
tech.isCouplingNoHit = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "residual dipolar coupling",
|
||||
descriptionFunction() {
|
||||
return `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> yields <strong>+0.5</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription()} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
return `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns ${powerUps.orb.coupling(5)}that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3530,6 +3587,24 @@ const tech = {
|
||||
tech.isCancelCouple = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "commodities exchange",
|
||||
description: `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>5-10</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isSuperDeterminism
|
||||
},
|
||||
requires: "not superdeterminism",
|
||||
effect() {
|
||||
tech.isCancelRerolls = true
|
||||
},
|
||||
remove() {
|
||||
tech.isCancelRerolls = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "options exchange",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Option_(finance)' class="link">options exchange</a>`,
|
||||
@@ -3549,24 +3624,6 @@ const tech = {
|
||||
tech.isCancelTech = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "commodities exchange",
|
||||
description: `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>5-10</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isSuperDeterminism
|
||||
},
|
||||
requires: "not superdeterminism",
|
||||
effect() {
|
||||
tech.isCancelRerolls = true
|
||||
},
|
||||
remove() {
|
||||
tech.isCancelRerolls = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "futures exchange",
|
||||
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+4.5%</strong> power up <strong class='color-dup'>duplication</strong> chance",
|
||||
@@ -3797,7 +3854,7 @@ const tech = {
|
||||
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
|
||||
}
|
||||
const choose = have[Math.floor(Math.random() * have.length)]
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`, 360)
|
||||
for (let i = 0; i < tech.tech[choose].count; i++) {
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||||
}
|
||||
@@ -6217,9 +6274,9 @@ const tech = {
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)
|
||||
return tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun) && !tech.isEnergyNoAmmo
|
||||
},
|
||||
requires: "harpoon, laser, not railgun",
|
||||
requires: "harpoon, laser, not railgun, non-renewables",
|
||||
effect() {
|
||||
tech.isBoostReplaceAmmo = true
|
||||
for (let i = powerUp.length - 1; i > -1; i--) {
|
||||
@@ -6272,7 +6329,7 @@ const tech = {
|
||||
//pick one option
|
||||
if (options.length) {
|
||||
const index = options[Math.floor(Math.random() * options.length)]
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em>//optical amplifier</em>`);
|
||||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em>//optical amplifier</em>`, 360);
|
||||
tech.giveTech(index)
|
||||
techGiven++
|
||||
}
|
||||
@@ -7647,7 +7704,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "WIMPs",
|
||||
description: `at the end of each <strong>level</strong> spawn ${powerUps.orb.research(5)}<br> and a <strong class='color-defense'>harmful</strong> particle that slowly <strong>chases</strong> you`,
|
||||
description: `at the end of each <strong>level</strong> spawn ${powerUps.orb.research(5)}<br> and a dangerous particle that slowly <strong>chases</strong> you`,
|
||||
isFieldTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -8041,6 +8098,41 @@ const tech = {
|
||||
// },
|
||||
// remove() {}
|
||||
// },
|
||||
{
|
||||
name: "boost",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return !build.isExperimentSelection
|
||||
},
|
||||
requires: "NOT EXPERIMENT MODE",
|
||||
effect() {
|
||||
powerUps.spawnDelay("boost", this.spawnCount)
|
||||
},
|
||||
remove() {},
|
||||
id: 0,
|
||||
text: "",
|
||||
delay: 100,
|
||||
spawnCount: 0,
|
||||
descriptionFunction() {
|
||||
let count = 9999 * Math.random()
|
||||
const loop = () => {
|
||||
if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) //simulation.paused ||
|
||||
count += 4.5
|
||||
const waves = 2 * Math.sin(count * 0.0133) + Math.sin(count * 0.013) + 0.5 * Math.sin(count * 0.031) + 0.33 * Math.sin(count * 0.03)
|
||||
this.spawnCount = Math.floor(100 * Math.abs(waves))
|
||||
this.text = `spawn <strong style = "font-family: 'Courier New', monospace;">${this.spawnCount.toLocaleString(undefined, {minimumIntegerDigits:3})}</strong> ${powerUps.orb.boost(1)}<br>that give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>`
|
||||
if (document.getElementById(`boost-JUNK-id${this.id}`)) document.getElementById(`boost-JUNK-id${this.id}`).innerHTML = this.text
|
||||
setTimeout(() => { loop() }, this.delay);
|
||||
}
|
||||
}
|
||||
setTimeout(() => { loop() }, this.delay);
|
||||
this.id++
|
||||
return `<span id = "boost-JUNK-id${this.id}">${this.text}</span>`
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "return",
|
||||
description: "return to the introduction level<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
|
||||
@@ -8049,9 +8141,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||||
@@ -8068,9 +8158,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
setInterval(() => {
|
||||
@@ -8094,9 +8182,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
setInterval(() => {
|
||||
@@ -8136,9 +8222,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
|
||||
@@ -8215,9 +8299,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.giveRandomJUNK()
|
||||
@@ -8253,9 +8335,7 @@ const tech = {
|
||||
frequencyDefault: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||||
@@ -8289,9 +8369,7 @@ const tech = {
|
||||
frequencyDefault: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
@@ -8317,9 +8395,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
frequencyDefault: 0,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
|
||||
@@ -8336,9 +8412,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
frequencyDefault: 0,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isBrainstorm = true
|
||||
@@ -9982,9 +10056,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {},
|
||||
remove() {},
|
||||
@@ -10046,9 +10118,7 @@ const tech = {
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {},
|
||||
remove() {},
|
||||
@@ -10191,9 +10261,7 @@ const tech = {
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {
|
||||
localSettings.personalSeeds.push(Math.initialSeed)
|
||||
@@ -10672,5 +10740,6 @@ const tech = {
|
||||
isCancelCouple: null,
|
||||
isCouplingPowerUps: null,
|
||||
isBoostPowerUps: null,
|
||||
isBoostReplaceAmmo: null
|
||||
isBoostReplaceAmmo: null,
|
||||
isFlipFlopCoupling: null
|
||||
}
|
||||
30
todo.txt
30
todo.txt
@@ -1,21 +1,31 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets
|
||||
rivets, fleas, worms, iceIX
|
||||
tech: band gap - boosts give more damage but it lasts for 1 less second
|
||||
new level biohazard by INOOBBOI AND THESHWARMA
|
||||
enable community maps in settings
|
||||
|
||||
WIMPs are 10% faster
|
||||
controlled explosion renamed shaped charge
|
||||
some coupling tech spawns power ups instead of directly giving coupling
|
||||
fine-structure constant gives 60 coupling power ups, lose 0.5 coupling after mob collision
|
||||
tech: decoupling: when ON: +5.00 coupling OFF: spawn a WIMP
|
||||
(probably adds coupling drift bugs)
|
||||
|
||||
bug fixes
|
||||
construction mode works better with my buttons
|
||||
to unlock run this and press T to enter testing mode
|
||||
simulation.enableConstructMode() //used to build maps in testing mode
|
||||
JUNK tech - boost - spawn a large number of boost power ups
|
||||
|
||||
removed -experiment- tech because it's function was reproduced by "tech - tinker"
|
||||
several bug fixes
|
||||
mob - flutter is no longer treated as a boss
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
look for other tech that would benefit from a 3rd line of description text
|
||||
|
||||
tech for lens - you can only fire through the lens
|
||||
and some buff? damage or energy?
|
||||
|
||||
add link to russian physics notes
|
||||
|
||||
suggestion: if you have both laser-mines and lens, each laser-mine is given its own lens revolving around it
|
||||
|
||||
hopMom fight make platforming with hop bullets harder?
|
||||
|
||||
complete blowSuckBoss... or don't
|
||||
|
||||
tech: laser reflections increase damage
|
||||
|
||||
Reference in New Issue
Block a user