combos
mantisBoss flashes for a second before it drops invulnerability
removed parasitism - it's too similar to invulnerability tech
invariant no longer drains energy while wormhole time is paused
added 1 research cost
added secret combo to change molecular assembler mode
bug fixes
issue with constraint: "mob death heals mobs"
mob health was becoming NaN, this was infecting other values like player energy
entering a seed in settings wasn't giving the same results as a randomly generated seeds
also removed some random code that was using seeded shuffle, but didn't need to
converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
This commit is contained in:
Binary file not shown.
|
Before Width: | Height: | Size: 52 KiB |
@@ -3160,7 +3160,7 @@ const b = {
|
||||
if (
|
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Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
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!(
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(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
|
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(m.health > 0.94 * m.maxHealth && !tech.isOverHeal && !tech.isDroneGrab && powerUp[i].name === "heal") ||
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(tech.isSuperDeterminism && powerUp[i].name === "field") ||
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((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
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)
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@@ -3192,7 +3192,7 @@ const b = {
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let closeDist = Infinity;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (!(
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(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
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(m.health > 0.94 * m.maxHealth && !tech.isOverHeal && !tech.isDroneGrab && powerUp[i].name === "heal") ||
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(tech.isSuperDeterminism && powerUp[i].name === "field") ||
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((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
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)) {
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@@ -28,11 +28,11 @@ Math.seededRandom = function (min = 0, max = 1) { // in order to work 'Math.seed
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// console.log(Math.seed)
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function shuffle(array) {
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function seededShuffle(array) {
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var currentIndex = array.length,
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temporaryValue,
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randomIndex;
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// While there remain elements to shuffle...
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// While there remain elements
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while (0 !== currentIndex) {
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// Pick a remaining element...
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// randomIndex = Math.floor(Math.random() * currentIndex);
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@@ -542,7 +542,7 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
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<details id = "console-log-details" style="padding: 0 8px;">
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<summary>console log</summary>
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<div class="pause-details">
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<div class="pause-grid-module" style="background-color: rgba(255,255,255,0.3);font-size: 0.8em;">${document.getElementById("text-log").innerHTML}</div>
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<div class="pause-grid-module" style=" background-color: #e2e9ec;font-size: 0.8em;">${document.getElementById("text-log").innerHTML}</div>
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</div>
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</details>
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</div>`
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@@ -1205,6 +1205,7 @@ const input = {
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left: false,
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right: false,
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isPauseKeyReady: true,
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// lastDown: null,
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key: {
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fire: "KeyF",
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field: "Space",
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@@ -1379,6 +1380,7 @@ window.addEventListener("keyup", function (event) {
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});
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window.addEventListener("keydown", function (event) {
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// input.lastDown = event.code
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// console.log(event.code)
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switch (event.code) {
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case input.key.right:
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28
js/level.js
28
js/level.js
@@ -22,7 +22,7 @@ const level = {
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// simulation.isHorizontalFlipped = true
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// spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// level.levelsCleared = 10
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// level.levelsCleared = 9
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// level.updateDifficulty()
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// tech.giveTech("performance")
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// m.maxHealth = m.health = 100000000
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@@ -33,7 +33,7 @@ const level = {
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// tech.tech[297].frequency = 100
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// tech.addJunkTechToPool(0.5)
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// m.couplingChange(10)
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// m.setField("negative mass") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// m.setField("wormhole") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// m.energy = 0
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// powerUps.research.count = 3
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// tech.isHookWire = true
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@@ -58,7 +58,7 @@ const level = {
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("interest") });
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// for (let i = 0; i < 1; i++) tech.giveTech("interest")
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// m.lastKillCycle = m.cycle
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(450, -50, "field");
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 250, "research", false);
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// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
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// level.testing();
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@@ -810,14 +810,14 @@ const level = {
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if (document.getElementById("seed").value) { //check for player entered seed in settings
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Math.initialSeed = String(document.getElementById("seed").value)
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Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
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}
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Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed
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||||
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||||
if (simulation.isTraining) {
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simulation.isHorizontalFlipped = false
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level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
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if (simulation.isCommunityMaps) level.trainingLevels.push("diamagnetism")
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} else { //add remove and shuffle levels for the normal game (not training levels)
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} else {
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level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
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if (simulation.isCommunityMaps) {
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level.levels = level.levels.concat(level.communityLevels)
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@@ -825,7 +825,7 @@ const level = {
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||||
} else {
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simulation.isHorizontalFlipped = (Math.seededRandom() < 0.5) ? true : false //if true, some maps are flipped horizontally
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}
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level.levels = shuffle(level.levels); //shuffles order of maps with seeded random
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level.levels = seededShuffle(level.levels); //shuffles order of maps with seeded random
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level.levels.length = 9 //remove any extra levels past 9
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pick = ["interferometer", "factory", "reservoir"]
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level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, pick[Math.floor(Math.random() * pick.length)]); //add level to the back half of the randomized levels list
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@@ -3533,7 +3533,7 @@ const level = {
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||||
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||||
const stationList = [] //use to randomize station order
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for (let i = 1, totalNumberOfStations = 10; i < totalNumberOfStations; ++i) stationList.push(i) //!!!! update station number when you add a new station
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shuffle(stationList);
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stationList.sort(() => Math.random() - 0.5);
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stationList.splice(0, 3); //remove some stations to keep it to 4 stations
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stationList.unshift(0) //add index zero to the front of the array
|
||||
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||||
@@ -6690,14 +6690,14 @@ const level = {
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||||
//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
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||||
//rooms
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||||
let rooms = ["exit", "loot", "enter", "empty"]
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||||
rooms = shuffle(rooms); //shuffles array order
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rooms.sort(() => Math.random() - 0.5);
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||||
//look... you and I both know there is a better way to do this, but it works so I'm gonna focus on other things
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||||
while ( //makes sure that the exit and entrance aren't both on the same floor
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(rooms[0] === "enter" && rooms[2] === "exit") ||
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||||
(rooms[2] === "enter" && rooms[0] === "exit") ||
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||||
(rooms[1] === "enter" && rooms[3] === "exit") ||
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||||
(rooms[3] === "enter" && rooms[1] === "exit")
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||||
) rooms = shuffle(rooms); //shuffles array order
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||||
) rooms.sort(() => Math.random() - 0.5);
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||||
for (let i = 0; i < rooms.length; i++) {
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||||
if (rooms[i] === "enter") rooms[i] = enter
|
||||
if (rooms[i] === "exit") rooms[i] = exit
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@@ -6764,7 +6764,7 @@ const level = {
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||||
rooms[3]()
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||||
},
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||||
]
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||||
columns = shuffle(columns) //********************************* RUN THIS LINE IN THE FINAL VERSION ***************************************
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||||
columns.sort(() => Math.random() - 0.5);
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||||
for (let i = 0; i < 3; i++) {
|
||||
if (i === 0) {
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||||
isDoorLeft = false
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||||
@@ -7054,7 +7054,7 @@ const level = {
|
||||
};
|
||||
powerUps.spawnStartingPowerUps(1875, -3075);
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||||
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||||
const powerUpPos = shuffle([{ //no debris on this level but 2 random spawn instead
|
||||
const powerUpPos = [{ //no debris on this level but 2 random spawn instead
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||||
x: -150,
|
||||
y: -1775
|
||||
}, {
|
||||
@@ -7066,7 +7066,8 @@ const level = {
|
||||
}, {
|
||||
x: 1325,
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||||
y: -150
|
||||
}]);
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||||
}];
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powerUpPos.sort(() => Math.random() - 0.5);
|
||||
powerUps.chooseRandomPowerUp(powerUpPos[0].x, powerUpPos[0].y);
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||||
powerUps.chooseRandomPowerUp(powerUpPos[1].x, powerUpPos[1].y);
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//outer wall
|
||||
@@ -8858,7 +8859,8 @@ const level = {
|
||||
// spawn.bodyRect(312, -100, 25, 100);
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||||
spawn.bodyRect(1450, -300, 150, 50);
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||||
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||||
const xPos = shuffle([600, 1250, 2000]);
|
||||
const xPos = [600, 1250, 2000];
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||||
xPos.sort(() => Math.random() - 0.5);
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spawn.mapRect(xPos[0], -200, 300, 100);
|
||||
spawn.mapRect(xPos[1], -250, 300, 300);
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spawn.mapRect(xPos[2], -150, 300, 200);
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||||
|
||||
@@ -1069,7 +1069,11 @@ const mobs = {
|
||||
if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 33% dmg at max range of 3000
|
||||
dmg *= this.damageReduction
|
||||
//energy and heal drain should be calculated after damage boosts
|
||||
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
|
||||
if (tech.energySiphon && this.isDropPowerUp && m.immuneCycle < m.cycle) {
|
||||
//dmg !== Infinity &&
|
||||
const regen = Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
|
||||
if (!isNaN(regen) && regen !== Infinity) m.energy += regen
|
||||
}
|
||||
dmg /= Math.sqrt(this.mass)
|
||||
}
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||||
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||||
@@ -1129,7 +1133,7 @@ const mobs = {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 && mob[i].alive) { //700
|
||||
if (mob[i].health < 1) {
|
||||
mob[i].health += 0.33 + this.isBoss
|
||||
mob[i].health += 0.33
|
||||
if (mob[i].health > 1) mob[i].health = 1
|
||||
simulation.drawList.push({
|
||||
x: mob[i].position.x,
|
||||
|
||||
4385
js/player.js
4385
js/player.js
File diff suppressed because it is too large
Load Diff
@@ -1653,6 +1653,7 @@ const powerUps = {
|
||||
if (b.inventory.length === 0) {
|
||||
powerUps.spawn(x, y, "gun", false); //first gun
|
||||
} else if (tech.totalCount === 0) { //first tech
|
||||
powerUps.spawn(x - 22, y - 50, "ammo", false); //some ammo
|
||||
powerUps.spawn(x, y, "tech", false);
|
||||
} else if (b.inventory.length === 1) { //second gun or extra ammo
|
||||
if (Math.random() < 0.4) {
|
||||
|
||||
@@ -987,7 +987,7 @@ const simulation = {
|
||||
} else {
|
||||
Composite.add(engine.world, [player])
|
||||
}
|
||||
shuffle(level.constraint)
|
||||
seededShuffle(level.constraint)
|
||||
level.populateLevels()
|
||||
input.endKeySensing();
|
||||
simulation.ephemera = []
|
||||
|
||||
35
js/spawn.js
35
js/spawn.js
@@ -745,7 +745,7 @@ const spawn = {
|
||||
// exit() { },
|
||||
// },
|
||||
]
|
||||
shuffle(me.mode); //THIS SHOULD NOT BE COMMENTED OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
me.mode.sort(() => Math.random() - 0.5);
|
||||
me.do = function () {
|
||||
this.fill = `hsl(${360 * Math.sin(this.cycle * 0.011)},${80 + 20 * Math.sin(this.cycle * 0.004)}%,${60 + 20 * Math.sin(this.cycle * 0.009)}%)`
|
||||
if (this.health < 1) {
|
||||
@@ -1771,6 +1771,7 @@ const spawn = {
|
||||
powerUps.spawn(me.position.x, me.position.y, "heal");
|
||||
powerUps.spawn(me.position.x, me.position.y, "ammo");
|
||||
powerUps.spawn(me.position.x, me.position.y, "ammo");
|
||||
powerUps.spawn(me.position.x, me.position.y, "ammo");
|
||||
} else if (!m.isCloak) {
|
||||
me.foundPlayer();
|
||||
}
|
||||
@@ -2683,22 +2684,24 @@ const spawn = {
|
||||
this.seePlayerByHistory()
|
||||
this.invulnerabilityCountDown--
|
||||
if (this.isInvulnerable) {
|
||||
ctx.beginPath();
|
||||
let vertices = this.vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
for (let i = 0; i < this.babyList.length; i++) {
|
||||
if (this.babyList[i].alive) {
|
||||
let vertices = this.babyList[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
if (this.invulnerabilityCountDown > 90 || this.invulnerabilityCountDown % 20 > 10) {
|
||||
ctx.beginPath();
|
||||
let vertices = this.vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
for (let i = 0; i < this.babyList.length; i++) {
|
||||
if (this.babyList[i].alive) {
|
||||
let vertices = this.babyList[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
}
|
||||
}
|
||||
ctx.lineWidth = 3 + 0.2 * Math.min(this.invulnerabilityCountDown, 90) + 5 * Math.random()
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.4 + 0.4 * Math.random()})`;
|
||||
ctx.stroke();
|
||||
}
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5 + 0.2 * Math.random()})`;
|
||||
ctx.stroke();
|
||||
if (this.invulnerabilityCountDown < 0) {
|
||||
this.invulnerabilityCountDown = 110
|
||||
this.isInvulnerable = false
|
||||
@@ -2711,7 +2714,7 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
} else if (this.invulnerabilityCountDown < 0) {
|
||||
this.invulnerabilityCountDown = 120 + 9 * simulation.difficulty
|
||||
this.invulnerabilityCountDown = 240 + 5 * simulation.difficulty
|
||||
this.isInvulnerable = true
|
||||
if (this.damageReduction) this.startingDamageReduction = this.damageReduction
|
||||
this.damageReduction = 0
|
||||
|
||||
96
js/tech.js
96
js/tech.js
@@ -271,7 +271,6 @@ const tech = {
|
||||
if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 3
|
||||
if (tech.isPowerUpDamage) dmg *= 1 + 0.07 * powerUp.length
|
||||
if (tech.isDamageCooldown) dmg *= m.lastKillCycle + tech.isDamageCooldownTime > m.cycle ? 0.4 : 4
|
||||
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 2
|
||||
if (tech.isDivisor && b.activeGun !== undefined && b.activeGun !== null && b.guns[b.activeGun].ammo % 3 === 0) dmg *= 1.9
|
||||
if (tech.offGroundDamage && !m.onGround) dmg *= tech.offGroundDamage
|
||||
if (tech.isDilate) dmg *= 1.9 + 1.1 * Math.sin(m.cycle * 0.01)
|
||||
@@ -1018,7 +1017,7 @@ const tech = {
|
||||
{
|
||||
name: "Pareto efficiency",
|
||||
descriptionFunction() {
|
||||
return `all you ${powerUps.orb.gun()} randomly get<br><strong>5x</strong> or <strong>0.2x</strong> <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`
|
||||
return `all your ${powerUps.orb.gun()} randomly get<br><strong>5x</strong> or <strong>0.2x</strong> <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -1033,7 +1032,7 @@ const tech = {
|
||||
|
||||
let options = []
|
||||
for (let i = 0; i < b.inventory.length; i++) options.push(b.inventory[i])
|
||||
options = shuffle(options)
|
||||
options.sort(() => Math.random() - 0.5);
|
||||
for (let i = 0; i < options.length; i++) {
|
||||
const index = options[i]
|
||||
const scale = (i < options.length / 2) ? 4 : 0.25
|
||||
@@ -2758,7 +2757,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "Pauli exclusion",
|
||||
description: `for <strong>7</strong> seconds after mob <strong>collisions</strong><br>become <strong class="color-invulnerable">invulnerable</strong> and <em style="opacity: 0.3;">inhibit <strong class='color-f'>energy</strong> regen</em>`,
|
||||
description: `for <strong>7</strong> seconds after mob <strong>collisions</strong><br>gain <strong class="color-invulnerable">invulnerbility</strong> and <em style="opacity: 0.3;">blocked <strong class='color-f'>energy</strong> regen</em>`,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2777,7 +2776,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "spin-statistics theorem",
|
||||
description: `for <strong>1.9</strong> seconds out of every <strong>7</strong> seconds<br>become <strong class="color-invulnerable">invulnerable</strong> and <em style="opacity: 0.3;">inhibit <strong class='color-f'>energy</strong> regen</em>`,
|
||||
description: `for <strong>1.9</strong> seconds out of every <strong>7</strong> seconds<br>gain <strong class="color-invulnerable">invulnerbility</strong> and <em style="opacity: 0.3;">blocked <strong class='color-f'>energy</strong> regen</em>`,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2795,7 +2794,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "fermion",
|
||||
description: `for <strong>5</strong> seconds after mobs <strong>die</strong><br>become <strong class="color-invulnerable">invulnerable</strong> and <em style="opacity: 0.3;">inhibit <strong class='color-f'>energy</strong> regen</em>`,
|
||||
description: `if a mob has <strong>died</strong> in the last <strong>5</strong> seconds<br>gain <strong class="color-invulnerable">invulnerbility</strong> and <em style="opacity: 0.3;">blocked <strong class='color-f'>energy</strong> regen</em>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3009,9 +3008,9 @@ const tech = {
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isDamageAfterKillNoRegen
|
||||
return true
|
||||
},
|
||||
requires: "not parasitism",
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isCrouchRegen = true; //only used to check for requirements
|
||||
m.regenEnergy = function () {
|
||||
@@ -3042,29 +3041,6 @@ const tech = {
|
||||
tech.energySiphon = 0;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "parasitism",
|
||||
description: "if a mob has <strong>died</strong> in the last <strong>5</strong> seconds<br><strong>2x</strong> <strong class='color-d'>damage</strong>, no passive <strong class='color-f'>energy</strong> generation",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isCrouchRegen
|
||||
},
|
||||
requires: "not inductive charging",
|
||||
effect() {
|
||||
tech.isDamageAfterKillNoRegen = true;
|
||||
m.regenEnergy = function () {
|
||||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
if (this.count) m.regenEnergy = m.regenEnergyDefault
|
||||
tech.isDamageAfterKillNoRegen = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "waste heat recovery",
|
||||
description: "if a mob has <strong>died</strong> in the last <strong>5</strong> seconds<br>generate <strong>0.05x</strong> maximum <strong class='color-f'>energy</strong> every second",
|
||||
@@ -4769,7 +4745,7 @@ const tech = {
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
|
||||
if (tech.tech[i].count && !tech.tech[i].isInstant) pool.push(i)
|
||||
}
|
||||
pool = shuffle(pool); //shuffles order of maps
|
||||
pool.sort(() => Math.random() - 0.5);
|
||||
let removeCount = 0
|
||||
for (let i = 0, len = pool.length * 0.5; i < len; i++) removeCount += tech.removeTech(pool[i])
|
||||
this.damage = this.damagePerRemoved * removeCount
|
||||
@@ -8965,22 +8941,31 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "invariant",
|
||||
description: "while placing your <strong class='color-worm'>wormhole</strong><br>use <strong class='color-f'>energy</strong> to <strong>pause</strong> time",
|
||||
cost: 1,
|
||||
descriptionFunction() {
|
||||
return `use ${powerUps.orb.research(this.cost)}<br><strong>pause</strong> time while placing your <strong class='color-worm'>wormhole</strong>`
|
||||
},
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return m.fieldMode === 9 && !tech.isNoDraftPause
|
||||
return m.fieldMode === 9 && !tech.isNoDraftPause && (build.isExperimentSelection || powerUps.research.count > this.cost - 1)
|
||||
},
|
||||
requires: "wormhole, not eternalism",
|
||||
effect() {
|
||||
tech.isWormHolePause = true
|
||||
for (let i = 0; i < this.cost; i++) {
|
||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
if (tech.isWormHolePause && m.isTimeDilated) m.wakeCheck();
|
||||
tech.isWormHolePause = false
|
||||
if (this.count) {
|
||||
powerUps.research.changeRerolls(this.cost)
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -9031,7 +9016,7 @@ const tech = {
|
||||
allowed() {
|
||||
return m.fieldMode === 9 && !tech.isFreeWormHole
|
||||
},
|
||||
requires: "wormhole, not charmed baryons",
|
||||
requires: "wormhole, not holographic principle",
|
||||
effect() {
|
||||
tech.isWormholeMapIgnore = true
|
||||
},
|
||||
@@ -10044,8 +10029,8 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
// const colors = shuffle(["#f7b", "#0eb", "#467", "#0cf", "hsl(246,100%,77%)", "#26a"])
|
||||
const colors = shuffle([powerUps.research.color, powerUps.heal.color, powerUps.ammo.color, powerUps.ammo.color, powerUps.field.color, powerUps.gun.color])
|
||||
const colors = [powerUps.research.color, powerUps.heal.color, powerUps.ammo.color, powerUps.ammo.color, powerUps.field.color, powerUps.gun.color]
|
||||
colors.sort(() => Math.random() - 0.5);
|
||||
powerUps.research.color = colors[0]
|
||||
powerUps.heal.color = colors[1]
|
||||
powerUps.ammo.color = colors[2]
|
||||
@@ -10075,37 +10060,7 @@ const tech = {
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
// const colors = ["#f7b", "#0eb", "#467", "#0cf", "hsl(246,100%,77%)", "#26a"] //no shuffle
|
||||
// powerUps.research.color = colors[0]
|
||||
// powerUps.heal.color = colors[1]
|
||||
// powerUps.ammo.color = colors[2]
|
||||
// powerUps.field.color = colors[3]
|
||||
// powerUps.tech.color = colors[4]
|
||||
// powerUps.gun.color = colors[5]
|
||||
// for (let i = 0; i < powerUp.length; i++) {
|
||||
// switch (powerUp[i].name) {
|
||||
// case "research":
|
||||
// powerUp[i].color = colors[0]
|
||||
// break;
|
||||
// case "heal":
|
||||
// powerUp[i].color = colors[1]
|
||||
// break;
|
||||
// case "ammo":
|
||||
// powerUp[i].color = colors[2]
|
||||
// break;
|
||||
// case "field":
|
||||
// powerUp[i].color = colors[3]
|
||||
// break;
|
||||
// case "tech":
|
||||
// powerUp[i].color = colors[4]
|
||||
// break;
|
||||
// case "gun":
|
||||
// powerUp[i].color = colors[5]
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "emergency broadcasting",
|
||||
@@ -10519,7 +10474,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
String.prototype.shuffle = function () {
|
||||
String.prototype.shuf = function () {
|
||||
var a = this.split(""),
|
||||
n = a.length;
|
||||
|
||||
@@ -10532,7 +10487,7 @@ const tech = {
|
||||
return a.join("");
|
||||
}
|
||||
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle()
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuf()
|
||||
},
|
||||
remove() { }
|
||||
},
|
||||
@@ -12190,7 +12145,6 @@ const tech = {
|
||||
isDuplicateMobs: null,
|
||||
isDynamoBotUpgrade: null,
|
||||
isBlockPowerUps: null,
|
||||
isDamageAfterKillNoRegen: null,
|
||||
isHarmReduceNoKill: null,
|
||||
isSwitchReality: null,
|
||||
isResearchReality: null,
|
||||
|
||||
143
todo.txt
143
todo.txt
@@ -1,99 +1,78 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
|
||||
tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
|
||||
tech: equivalence principle - negative mass field doesn't cost energy
|
||||
new JUNK tech: aerodynamics
|
||||
|
||||
interferometer
|
||||
slower elevator and lasers
|
||||
wider side ledges
|
||||
large laser blocking blocks
|
||||
flocculation
|
||||
fewer mobs
|
||||
it's easier to get out of the slime
|
||||
pavilion
|
||||
move vanish elements
|
||||
easier traversal
|
||||
secret tunnel
|
||||
removed debris, but added power ups and blocks
|
||||
corridor
|
||||
limited to bosses that don't interact with the movers poorly
|
||||
gravitron, substructure, corridor, interferometer
|
||||
added more heal and ammo power ups to match other levels
|
||||
because some newer levels are zoomed out more
|
||||
laser max range is 3000->5000
|
||||
nails last 1/3 of a second longer
|
||||
bosses spawn an extra ammo power up
|
||||
and 2 extra ammo on the hardest 2 difficulties
|
||||
slasher mob's laserSwords will now damage a cloaked player
|
||||
constraint announcement text looks more like computer code style to match game theme
|
||||
|
||||
foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
|
||||
this makes it less annoying to horizontally and easier to kinda fly/float
|
||||
negative mass field damage reduction 0.4->0.5x
|
||||
holographic principle no longer slows player movement
|
||||
added 2 research cost
|
||||
fermion gives 6->5 seconds of invulnerability after mobs die
|
||||
stability 0.2->0.1x damage taken at max health
|
||||
non-Newtonian armor 0.3->0.4x damage taken after collisions
|
||||
Zeno's paradox 0.15->0.2x damage taken
|
||||
annihilation energy cost 10->8 to destroy mobs after collisions
|
||||
radiative equilibrium damage is 3->4x for 8->4 seconds
|
||||
aerostat can be taken 1->3 times
|
||||
dynamic equilibrium damage increased by 6->8x damage per last damage taken
|
||||
aerostat no longer has 0.9x damage for being on the ground
|
||||
launch system 1.2->1.3x ammo for missiles
|
||||
research says that repeatedly entering alternate realities builds up some positive effects
|
||||
Hilbert space 4x->3x damage
|
||||
Ψ(t) collapse 6->4 research on boss death
|
||||
transdimensional worms: 50% chance for a second worm per block in wormhole
|
||||
wormhole 7->8 energy regen per second
|
||||
hidden-variable theory 1.15->1.2 damage after choosing a field tech
|
||||
ghoster mobs are less likely to get knocked far away from the player for long periods of time
|
||||
mantisBoss flashes for a second before it drops invulnerability
|
||||
removed parasitism - it's too similar to invulnerability tech
|
||||
invariant no longer drains energy while wormhole time is paused
|
||||
added 1 research cost
|
||||
added secret combo to change molecular assembler mode
|
||||
|
||||
bug fixes
|
||||
dynamic equilibrium was set to 100 times higher frequency then normal
|
||||
when constraints hide health bar's it's now hidden in the pause menu
|
||||
mobs aiming at cloaked player
|
||||
snakeBoss more intelligently chases player for a few seconds
|
||||
pulsarBoss aims at player's history 3 seconds in past
|
||||
pulsar will not stop firing
|
||||
but it will still not fire at cloaked player
|
||||
issue with constraint: "mob death heals mobs"
|
||||
mob health was becoming NaN, this was infecting other values like player energy
|
||||
entering a seed in settings wasn't giving the same results as a randomly generated seeds
|
||||
also removed some random code that was using seeded shuffle, but didn't need to
|
||||
converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
figure out why seeded random isn't making runs the same:
|
||||
shuffle is being used for a wide variety of things that don't need a seeded random
|
||||
make two shuffle functions?
|
||||
check which of these is working
|
||||
level order
|
||||
is flipped
|
||||
constraint order
|
||||
mob type order
|
||||
boss order
|
||||
gun, field, tech options
|
||||
make field options offered precalculated so it doesn't depend on player choices?
|
||||
generate all constraints at the start of the game
|
||||
doesn't seem to be determined by the seed...
|
||||
display future constraints in pause menu?
|
||||
|
||||
player can become crouched while not touching the ground if they exit the ground while crouched
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
|
||||
use ←↑→↓↖↗↘↙ combos to allow fields to have special actions
|
||||
!!should this be wasd, arrows, or both?
|
||||
how to limit spam?
|
||||
on cooldown
|
||||
timer or once per level
|
||||
energy cost
|
||||
research cost
|
||||
toggle modes
|
||||
combos are listed in white text in field description, and console message when getting field
|
||||
shows up on highlight, and mouse over in experiment mode
|
||||
field ideas:
|
||||
standing wave
|
||||
push mobs away are any distance
|
||||
pull mobs towards you
|
||||
perfect diamagnetism
|
||||
negative mass
|
||||
molecular assembler - done
|
||||
plasma torch
|
||||
time dilation
|
||||
metamaterial cloaking
|
||||
pilot wave
|
||||
spawn blocks
|
||||
wormhole
|
||||
shoot out all the blocks that were sucked in this level (maybe cap at like 10?, cap with energy spent to fire)
|
||||
are block sizes stored properly? because they shrink before they get eaten...
|
||||
store vertices on the body object if one does already exists
|
||||
after eating store the saved vertices
|
||||
where to fire blocks from and in what direction?
|
||||
target mobs?
|
||||
fire from player (and draw a wormhole looking graphic)
|
||||
grappling hook
|
||||
|
||||
new level idea: escort mission
|
||||
player has to stay near something that moves slowly through the level
|
||||
maybe only a zone around the escort is safe
|
||||
safe from?
|
||||
lasers
|
||||
slime
|
||||
radiation
|
||||
use line of site vision?
|
||||
is it going to feel too slow?
|
||||
where to put in level order?
|
||||
random option instead of reactor?
|
||||
normal level?
|
||||
4th hard level?
|
||||
already too many hard options
|
||||
you could put in 2 hard levels in the level list
|
||||
make the style look like substructure, that level looks great
|
||||
use the motion sense lasers
|
||||
|
||||
tech synergy ideas
|
||||
a tech that spawns mobs that the player can use to trigger mob death tech
|
||||
|
||||
wormhole field needs a buff
|
||||
it's good on wide open maps, but it needs a defensive effect on more closed maps
|
||||
fix?
|
||||
increase energy regen?
|
||||
new tech?
|
||||
a way to make more blocks
|
||||
the block can feed into worms/coupling energy
|
||||
|
||||
|
||||
tech: - remove the research costs of all tech
|
||||
there's about 15 tech with a research cost
|
||||
!!conformal - similar rules for small and big scales linked to holographic principle
|
||||
|
||||
Reference in New Issue
Block a user