tungsten carbide

removed tech: supersaturation - 50 max health
tech: tungsten carbide - gain 100 max health, but take falling damage

supercapacitor renamed Maxwell's demon
  energy above your max decays 92% slower. add 16 junk tech
  (was 70% with no junk tech)

mine synthesis renamed booby trap
  spawns a mine when ever you pick up a power up, add 9 junk tech
This commit is contained in:
landgreen
2021-06-04 06:38:17 -07:00
parent 005436a177
commit b307a50a72
6 changed files with 60 additions and 75 deletions

BIN
.DS_Store vendored

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@@ -40,6 +40,11 @@ function playerOnGroundCheck(event) {
m.doCrouch(); m.doCrouch();
m.yOff = m.yOffWhen.jump; m.yOff = m.yOffWhen.jump;
m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40) m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
//falling damage
if (tech.isFallingDamage) {
m.damage(Math.min(Math.sqrt(momentum - 125) * 0.01, 0.25));
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
}
} else { } else {
m.yOffGoal = m.yOffWhen.stand; m.yOffGoal = m.yOffWhen.stand;
} }

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@@ -6396,7 +6396,7 @@ const level = {
ctx.fillText("Entity name: m", 1560, -3830); ctx.fillText("Entity name: m", 1560, -3830);
ctx.fillStyle = (tech.totalCount < 25 ? (tech.totalCount < 10 ? "#ffff44" : "#22ff22") : "#ff6644") + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16); ctx.fillStyle = (tech.totalCount < 25 ? (tech.totalCount < 10 ? "#ffff44" : "#22ff22") : "#ff6644") + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.fillText("Threat level: " + (tech.totalCount < 25 ? (tech.totalCount < 10 ? "Low" : "Medium") : "HIGH"), 1560, -3790); ctx.fillText("Threat level: " + (tech.totalCount < 25 ? (tech.totalCount < 10 ? "Low" : "Medium") : "HIGH"), 1560, -3790);
if (tech.totalCount >= 15) ctx.fillText("PROCEDURE ACTIVATED", 1560, -3750); if (tech.totalCount >= 10) ctx.fillText("PROCEDURE ACTIVATED", 1560, -3750);
ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans2 - 40) * 6).toString(16); ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans2 - 40) * 6).toString(16);
ctx.beginPath(); ctx.beginPath();
ctx.arc(1950, -3730, 60, 0, 2 * Math.PI); ctx.arc(1950, -3730, 60, 0, 2 * Math.PI);

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@@ -207,27 +207,11 @@ const m = {
m.crouch = true; m.crouch = true;
m.yOffGoal = m.yOffWhen.crouch; m.yOffGoal = m.yOffWhen.crouch;
if ((playerHead.position.y - player.position.y) < 0) { if ((playerHead.position.y - player.position.y) < 0) {
Matter.Body.setPosition(playerHead, { Matter.Body.setPosition(playerHead, {
x: player.position.x, x: player.position.x,
y: player.position.y + 9.1740767 y: player.position.y + 9.1740767
}) })
// Matter.Body.translate(playerHead, {
// x: 0,
// y: 40
// });
} }
// playerHead.collisionFilter.group = -1
// playerHead.collisionFilter.category = 0
// playerHead.collisionFilter.mask = -1
// playerHead.isSensor = true; //works, but has a 2 second lag...
// collisionFilter: {
// group: 0,
// category: cat.player,
// mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
// },
} }
}, },
undoCrouch() { undoCrouch() {
@@ -502,7 +486,7 @@ const m = {
}, },
baseHealth: 1, baseHealth: 1,
setMaxHealth() { setMaxHealth() {
m.maxHealth = m.baseHealth + tech.bonusHealth + tech.armorFromPowerUps m.maxHealth = m.baseHealth + tech.armorFromPowerUps + tech.isFallingDamage //+ tech.bonusHealth
document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px` document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`) simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
if (m.health > m.maxHealth) m.health = m.maxHealth; if (m.health > m.maxHealth) m.health = m.maxHealth;

View File

@@ -2203,20 +2203,22 @@
} }
}, },
{ {
name: "supercapacitor", name: "Maxwell's demon",
description: "<strong class='color-f'>energy</strong> above your max decays <strong>60%</strong> slower", description: "<strong class='color-f'>energy</strong> above your max decays <strong>92%</strong> slower<br>add <strong>17</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 2,
allowed() { allowed() {
return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy
}, },
requires: "a source of overfilled energy", requires: "a source of overfilled energy",
effect() { effect() {
tech.overfillDrain = 0.85 tech.overfillDrain = 0.87 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
tech.addJunkTechToPool(17)
}, },
remove() { remove() {
tech.overfillDrain = 0.75 tech.overfillDrain = 0.75
if (this.count > 0) tech.removeJunkTechFromPool(17)
} }
}, },
{ {
@@ -2377,10 +2379,31 @@
tech.isAcidDmg = false; tech.isAcidDmg = false;
} }
}, },
// {
// name: "supersaturation",
// description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50</strong>",
// maxCount: 9,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() {
// return !tech.isEnergyHealth && !tech.isNoHeals
// },
// requires: "not mass-energy equivalence, ergodicity",
// effect() {
// tech.bonusHealth += 0.5
// m.setMaxHealth();
// m.addHealth(0.50)
// },
// remove() {
// tech.bonusHealth = 0
// m.setMaxHealth();
// }
// },
{ {
name: "supersaturation", name: "tungsten carbide",
description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50</strong>", description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>100</strong><br><strong>landings</strong> that force you to crouch cause <strong class='color-harm'>harm</strong>",
maxCount: 9, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
@@ -2389,14 +2412,13 @@
}, },
requires: "not mass-energy equivalence, ergodicity", requires: "not mass-energy equivalence, ergodicity",
effect() { effect() {
tech.bonusHealth += 0.5 tech.isFallingDamage = true;
m.addHealth(0.50)
m.setMaxHealth(); m.setMaxHealth();
m.addHealth(1)
}, },
remove() { remove() {
tech.bonusHealth = 0 tech.isFallingDamage = false;
m.setMaxHealth(); m.setMaxHealth();
} }
}, },
{ {
@@ -3042,8 +3064,8 @@
remove() {} remove() {}
}, },
{ {
name: "mine synthesis", name: "booby trap",
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong>", description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br>add <strong>9</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -3055,9 +3077,11 @@
effect() { effect() {
tech.isMineDrop = true; tech.isMineDrop = true;
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack) if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
tech.addJunkTechToPool(13)
}, },
remove() { remove() {
tech.isMineDrop = false; tech.isMineDrop = false;
if (this.count > 0) tech.removeJunkTechFromPool(13)
} }
}, },
{ {
@@ -6724,7 +6748,7 @@
isSmallExplosion: null, isSmallExplosion: null,
isExplosionHarm: null, isExplosionHarm: null,
armorFromPowerUps: null, armorFromPowerUps: null,
bonusHealth: null, // bonusHealth: null,
isIntangible: null, isIntangible: null,
isCloakStun: null, isCloakStun: null,
bonusEnergy: null, bonusEnergy: null,
@@ -6828,5 +6852,6 @@
isAddBlockMass: null, isAddBlockMass: null,
isMACHO: null, isMACHO: null,
isHarmMACHO: null, isHarmMACHO: null,
isSneakAttack: null isSneakAttack: null,
isFallingDamage: null
} }

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@@ -26,11 +26,21 @@ is there a way to check if the player is stuck inside the map or block
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
tech: picking up heal power ups when at full health does harm equal to the heal values
benefit on pick up: get 1% damage
draw a rotating ring, like a 3-D spinning ring effect
an ellipse the has sine function on one of it's parameters
buttons can now on/off boosts buttons can now on/off boosts
Weak Anthropic Principle: you get a second chance at life, but now the game has falling damage! energy conservation 6% damage recovered as energy
tech: supersaturation is buffed but add falling damage add a negative effect:
tech: increase health and remove air control junk tech
Weak Anthropic Principle: you get a second chance at life, but ....
negative effect: remove air control
mob: molecule shapes - 2 separate mobs joined by a bond mob: molecule shapes - 2 separate mobs joined by a bond
use constraints: just spawn 2x or 3x groupings use constraints: just spawn 2x or 3x groupings
@@ -48,13 +58,6 @@ tech: wormhole through walls?
pause should show the last in game console message pause should show the last in game console message
tech: picking up heal power ups when at full health does harm equal to the heal values
benefit on pick up:
get ammo
get 1% duplication
get 1% damage permanent
turned into drones
nail-gun, or .... nail-gun, or ....
1s after being fired your bullets turn: 1s after being fired your bullets turn:
towards the nearest mob towards the nearest mob
@@ -123,18 +126,6 @@ mobile requirements:
limit items to ones that don't require aiming? limit items to ones that don't require aiming?
tap screen regions to move (WASD) tap screen regions to move (WASD)
reduce font size reduce font size
decrease healing effects by 50%
decrease level scaling healing reduction
net effect: healing at difficulty 40 (level 10 hard) should be 25% higher then current levels
bosses should have 2x health, but only do about 50 health damage
options:
cap all damage at 50 health
this makes high health/energy/harm reduction build much better
make boss flag cut damage done to player by 10x
boss flag cut damage done to boss by 20x <----
make bosses not have extra density
lore: a tutorial / lore intro lore: a tutorial / lore intro
needs to be optional so it doesn't slow experienced players needs to be optional so it doesn't slow experienced players
@@ -147,42 +138,22 @@ add back in gamepad support
rename intro level to something lore related rename intro level to something lore related
give undefined tech different effects at different localSettings.loreCount values
or just random effects
1. 10/10: send more tech into the pool
2. 3/3: lose 3 tech each time, and send more tech into the pool
2. 3/3: increase game difficulty, and send more tech into the pool
3. 1/1: reduce max energy and take more harm
4. 1/1: add 5? more levels
rename ? rename ?
health -> integrity, unity health -> integrity, unity
heal -> also integrity, unity heal -> also integrity, unity
bot: ice blast, long CD AOE freeze
RPG default or tech: grenades detonate on your cursor / where your cursor was when they were fired RPG default or tech: grenades detonate on your cursor / where your cursor was when they were fired
in game console
set highlighting rules
m, tech, level are all highlighted
maybe the first term in each variable should get a highlight
tech: time dilation - when you exit time dilation rewind to the state you entered tech: time dilation - when you exit time dilation rewind to the state you entered
position, velocity, and health position, velocity, and health
no energy cost no energy cost
mechanic - Your energy regen is only active when field and gun have not been used for 5 seconds.
be able to open up custom mode in the normal game be able to open up custom mode in the normal game
might need to be rebuilt from scratch might need to be rebuilt from scratch
while in through testing mode? while in through testing mode?
have a way to make limited changes as allowed by tech you pick up in game have a way to make limited changes as allowed by tech you pick up in game
disable the in custom setting flag disable the in custom setting flag
tech power up magnetism - power ups drift towards player
where would this code go?
super balls start at 3, not 4 super balls start at 3, not 4
have to balance damage have to balance damage