green health bar
community map clock by Cornbread 2100 health bar is now green added a damage bar (I'll probably add a setting to disable this next patch) wave gun has -15% ammo tech phonon has +25% ammo, and +10% damage JUNK tech stubs can now wall climb
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@@ -679,7 +679,8 @@ const simulation = {
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document.getElementById("splash").style.opacity = "0";
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document.getElementById("dmg").style.display = "none";
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document.getElementById("health-bg").style.display = "none";
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document.getElementById("defense").style.display = "none"
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document.getElementById("defense-bar").style.display = "none"
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document.getElementById("damage-bar").style.display = "none"
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document.body.style.cursor = "auto";
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setTimeout(() => {
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document.getElementById("experiment-button").style.opacity = "1";
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@@ -716,7 +717,8 @@ const simulation = {
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document.getElementById("dmg").style.display = "inline";
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document.getElementById("health").style.display = "inline"
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document.getElementById("health-bg").style.display = "inline";
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document.getElementById("defense").style.display = "inline"
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document.getElementById("defense-bar").style.display = "inline"
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document.getElementById("damage-bar").style.display = "inline"
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document.getElementById("tech").style.display = "inline"
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document.getElementById("guns").style.display = "inline"
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@@ -1138,28 +1140,28 @@ const simulation = {
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//update defense bar
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const defense = m.defense()
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if (m.lastCalculatedDefense !== defense) {
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document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
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document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
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// if (m.lastCalculatedDefense === 1) document.getElementById("defense").style.display = "inline"
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// if (defense === 1) document.getElementById("defense").style.display = "none"
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// if (m.lastCalculatedDefense === 1) document.getElementById("defense-bar").style.display = "inline"
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// if (defense === 1) document.getElementById("defense-bar").style.display = "none"
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// Math.pow(m.defense(), 0.13)
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m.lastCalculatedDefense = defense
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// console.log(defense)
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}
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// const defense = m.defense()
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// if (m.lastCalculatedDefense !== defense) {
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// if (m.lastCalculatedDefense === 1) {
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// document.getElementById("defense").style.display = "inline"
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// requestAnimationFrame(() => { document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px"; })
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// } else if (defense === 1) {
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// document.getElementById("defense").style.display = "none"
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// document.getElementById("defense").style.width = "0px";
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// } else {
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// document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
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// }
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// m.lastCalculatedDefense = defense
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// console.log(defense)
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// }
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//update damage bar
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const damage = tech.damageFromTech()
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if (m.lastCalculatedDamage !== damage) {
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canvas.width
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// document.getElementById("damage-bar").style.width = Math.floor(Math.atan(damage - 1) / 6.28 * canvas.width) + "px";
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document.getElementById("damage-bar").style.height = Math.floor(Math.atan(damage - 1) / 3.14 * canvas.height) + "px";
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m.lastCalculatedDamage = damage
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console.log(damage)
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}
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}
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if (!(m.cycle % 60)) { //once a second
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//energy overfill
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