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:
@@ -40,6 +40,11 @@ function playerOnGroundCheck(event) {
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m.doCrouch();
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m.doCrouch();
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m.yOff = m.yOffWhen.jump;
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m.yOff = m.yOffWhen.jump;
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m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
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m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
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//falling damage
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if (tech.isFallingDamage) {
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m.damage(Math.min(Math.sqrt(momentum - 125) * 0.01, 0.25));
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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}
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} else {
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} else {
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m.yOffGoal = m.yOffWhen.stand;
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m.yOffGoal = m.yOffWhen.stand;
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}
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}
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@@ -6396,7 +6396,7 @@ const level = {
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ctx.fillText("Entity name: m", 1560, -3830);
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ctx.fillText("Entity name: m", 1560, -3830);
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ctx.fillStyle = (tech.totalCount < 25 ? (tech.totalCount < 10 ? "#ffff44" : "#22ff22") : "#ff6644") + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
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ctx.fillStyle = (tech.totalCount < 25 ? (tech.totalCount < 10 ? "#ffff44" : "#22ff22") : "#ff6644") + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
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ctx.fillText("Threat level: " + (tech.totalCount < 25 ? (tech.totalCount < 10 ? "Low" : "Medium") : "HIGH"), 1560, -3790);
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ctx.fillText("Threat level: " + (tech.totalCount < 25 ? (tech.totalCount < 10 ? "Low" : "Medium") : "HIGH"), 1560, -3790);
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if (tech.totalCount >= 15) ctx.fillText("PROCEDURE ACTIVATED", 1560, -3750);
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if (tech.totalCount >= 10) ctx.fillText("PROCEDURE ACTIVATED", 1560, -3750);
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ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans2 - 40) * 6).toString(16);
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ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans2 - 40) * 6).toString(16);
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ctx.beginPath();
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ctx.beginPath();
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ctx.arc(1950, -3730, 60, 0, 2 * Math.PI);
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ctx.arc(1950, -3730, 60, 0, 2 * Math.PI);
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18
js/player.js
18
js/player.js
@@ -207,27 +207,11 @@ const m = {
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m.crouch = true;
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m.crouch = true;
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m.yOffGoal = m.yOffWhen.crouch;
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m.yOffGoal = m.yOffWhen.crouch;
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if ((playerHead.position.y - player.position.y) < 0) {
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if ((playerHead.position.y - player.position.y) < 0) {
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Matter.Body.setPosition(playerHead, {
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Matter.Body.setPosition(playerHead, {
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x: player.position.x,
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x: player.position.x,
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y: player.position.y + 9.1740767
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y: player.position.y + 9.1740767
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})
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})
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// Matter.Body.translate(playerHead, {
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// x: 0,
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// y: 40
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// });
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}
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}
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// playerHead.collisionFilter.group = -1
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// playerHead.collisionFilter.category = 0
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// playerHead.collisionFilter.mask = -1
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// playerHead.isSensor = true; //works, but has a 2 second lag...
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// collisionFilter: {
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// group: 0,
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// category: cat.player,
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// mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
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// },
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}
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}
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},
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},
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undoCrouch() {
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undoCrouch() {
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@@ -502,7 +486,7 @@ const m = {
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},
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},
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baseHealth: 1,
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baseHealth: 1,
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setMaxHealth() {
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setMaxHealth() {
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m.maxHealth = m.baseHealth + tech.bonusHealth + tech.armorFromPowerUps
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m.maxHealth = m.baseHealth + tech.armorFromPowerUps + tech.isFallingDamage //+ tech.bonusHealth
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document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
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document.getElementById("health-bg").style.width = `${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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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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if (m.health > m.maxHealth) m.health = m.maxHealth;
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55
js/tech.js
55
js/tech.js
@@ -2203,20 +2203,22 @@
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}
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}
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},
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},
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{
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{
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name: "supercapacitor",
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name: "Maxwell's demon",
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description: "<strong class='color-f'>energy</strong> above your max decays <strong>60%</strong> slower",
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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",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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allowed() {
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allowed() {
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return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0
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return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy
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},
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},
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requires: "a source of overfilled energy",
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requires: "a source of overfilled energy",
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effect() {
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effect() {
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tech.overfillDrain = 0.85
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tech.overfillDrain = 0.87 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
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tech.addJunkTechToPool(17)
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},
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},
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remove() {
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remove() {
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tech.overfillDrain = 0.75
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tech.overfillDrain = 0.75
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if (this.count > 0) tech.removeJunkTechFromPool(17)
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}
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}
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},
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},
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{
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{
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@@ -2377,10 +2379,31 @@
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tech.isAcidDmg = false;
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tech.isAcidDmg = false;
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}
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}
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},
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},
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// {
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// name: "supersaturation",
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// description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50</strong>",
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// maxCount: 9,
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// count: 0,
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// frequency: 1,
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// frequencyDefault: 1,
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// allowed() {
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// return !tech.isEnergyHealth && !tech.isNoHeals
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// },
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// requires: "not mass-energy equivalence, ergodicity",
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// effect() {
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// tech.bonusHealth += 0.5
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// m.setMaxHealth();
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// m.addHealth(0.50)
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// },
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// remove() {
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// tech.bonusHealth = 0
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// m.setMaxHealth();
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// }
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// },
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{
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{
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name: "supersaturation",
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name: "tungsten carbide",
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description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50</strong>",
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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>",
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maxCount: 9,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 1,
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frequency: 1,
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frequencyDefault: 1,
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frequencyDefault: 1,
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@@ -2389,14 +2412,13 @@
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},
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},
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requires: "not mass-energy equivalence, ergodicity",
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requires: "not mass-energy equivalence, ergodicity",
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effect() {
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effect() {
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tech.bonusHealth += 0.5
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tech.isFallingDamage = true;
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m.addHealth(0.50)
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m.setMaxHealth();
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m.setMaxHealth();
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m.addHealth(1)
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},
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},
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remove() {
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remove() {
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tech.bonusHealth = 0
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tech.isFallingDamage = false;
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m.setMaxHealth();
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m.setMaxHealth();
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}
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}
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},
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},
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{
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{
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@@ -3042,8 +3064,8 @@
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remove() {}
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remove() {}
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},
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},
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{
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{
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name: "mine synthesis",
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name: "booby trap",
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description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong>",
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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",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 1,
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frequency: 1,
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@@ -3055,9 +3077,11 @@
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effect() {
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effect() {
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tech.isMineDrop = true;
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tech.isMineDrop = true;
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if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
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if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
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tech.addJunkTechToPool(13)
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},
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},
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remove() {
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remove() {
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tech.isMineDrop = false;
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tech.isMineDrop = false;
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if (this.count > 0) tech.removeJunkTechFromPool(13)
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}
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}
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},
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},
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{
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{
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@@ -6724,7 +6748,7 @@
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isSmallExplosion: null,
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isSmallExplosion: null,
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isExplosionHarm: null,
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isExplosionHarm: null,
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armorFromPowerUps: null,
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armorFromPowerUps: null,
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bonusHealth: null,
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// bonusHealth: null,
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isIntangible: null,
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isIntangible: null,
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isCloakStun: null,
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isCloakStun: null,
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bonusEnergy: null,
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bonusEnergy: null,
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@@ -6828,5 +6852,6 @@
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isAddBlockMass: null,
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isAddBlockMass: null,
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isMACHO: null,
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isMACHO: null,
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isHarmMACHO: null,
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isHarmMACHO: null,
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isSneakAttack: null
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isSneakAttack: null,
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isFallingDamage: null
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}
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}
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55
todo.txt
55
todo.txt
@@ -26,11 +26,21 @@ is there a way to check if the player is stuck inside the map or block
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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tech: picking up heal power ups when at full health does harm equal to the heal values
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benefit on pick up: get 1% damage
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draw a rotating ring, like a 3-D spinning ring effect
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an ellipse the has sine function on one of it's parameters
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buttons can now on/off boosts
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buttons can now on/off boosts
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Weak Anthropic Principle: you get a second chance at life, but now the game has falling damage!
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energy conservation 6% damage recovered as energy
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tech: supersaturation is buffed but add falling damage
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add a negative effect:
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tech: increase health and remove air control
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junk tech
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Weak Anthropic Principle: you get a second chance at life, but ....
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negative effect: remove air control
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mob: molecule shapes - 2 separate mobs joined by a bond
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mob: molecule shapes - 2 separate mobs joined by a bond
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use constraints: just spawn 2x or 3x groupings
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use constraints: just spawn 2x or 3x groupings
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@@ -48,13 +58,6 @@ tech: wormhole through walls?
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pause should show the last in game console message
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pause should show the last in game console message
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tech: picking up heal power ups when at full health does harm equal to the heal values
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benefit on pick up:
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get ammo
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get 1% duplication
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get 1% damage permanent
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turned into drones
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nail-gun, or ....
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nail-gun, or ....
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1s after being fired your bullets turn:
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1s after being fired your bullets turn:
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towards the nearest mob
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towards the nearest mob
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@@ -123,18 +126,6 @@ mobile requirements:
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limit items to ones that don't require aiming?
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limit items to ones that don't require aiming?
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tap screen regions to move (WASD)
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tap screen regions to move (WASD)
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reduce font size
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reduce font size
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decrease healing effects by 50%
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decrease level scaling healing reduction
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net effect: healing at difficulty 40 (level 10 hard) should be 25% higher then current levels
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bosses should have 2x health, but only do about 50 health damage
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options:
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cap all damage at 50 health
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this makes high health/energy/harm reduction build much better
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make boss flag cut damage done to player by 10x
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boss flag cut damage done to boss by 20x <----
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make bosses not have extra density
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lore: a tutorial / lore intro
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lore: a tutorial / lore intro
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needs to be optional so it doesn't slow experienced players
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needs to be optional so it doesn't slow experienced players
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@@ -147,42 +138,22 @@ add back in gamepad support
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rename intro level to something lore related
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rename intro level to something lore related
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give undefined tech different effects at different localSettings.loreCount values
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or just random effects
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1. 10/10: send more tech into the pool
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2. 3/3: lose 3 tech each time, and send more tech into the pool
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2. 3/3: increase game difficulty, and send more tech into the pool
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3. 1/1: reduce max energy and take more harm
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4. 1/1: add 5? more levels
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rename ?
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rename ?
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health -> integrity, unity
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health -> integrity, unity
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heal -> also integrity, unity
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heal -> also integrity, unity
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bot: ice blast, long CD AOE freeze
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RPG default or tech: grenades detonate on your cursor / where your cursor was when they were fired
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RPG default or tech: grenades detonate on your cursor / where your cursor was when they were fired
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in game console
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set highlighting rules
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m, tech, level are all highlighted
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maybe the first term in each variable should get a highlight
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tech: time dilation - when you exit time dilation rewind to the state you entered
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tech: time dilation - when you exit time dilation rewind to the state you entered
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position, velocity, and health
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position, velocity, and health
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no energy cost
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no energy cost
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mechanic - Your energy regen is only active when field and gun have not been used for 5 seconds.
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be able to open up custom mode in the normal game
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be able to open up custom mode in the normal game
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might need to be rebuilt from scratch
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might need to be rebuilt from scratch
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while in through testing mode?
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while in through testing mode?
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have a way to make limited changes as allowed by tech you pick up in game
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have a way to make limited changes as allowed by tech you pick up in game
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disable the in custom setting flag
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disable the in custom setting flag
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tech power up magnetism - power ups drift towards player
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where would this code go?
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super balls start at 3, not 4
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super balls start at 3, not 4
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have to balance damage
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have to balance damage
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Reference in New Issue
Block a user