testChamber2
new level testChamber2
New camera flip effect
new laser level element now has collisions with blocks
elevators are less deadly to mobs at low speeds
difficulty level progression reworked
no constraints on final boss
new constraint - healing disabled
quenching 0.3->0.4x overheal converted to max health
tungsten carbide 400->500 extra max health
paradigm shift's health loss is no longer reduced by damage taken reduction
coherence no longer remembers tech that is set to zero frequency, like removed tech
JUNK tech: pet the bot - lets you pet your bots
JUNK tech: the upside down - flip everything
bug
prevented possible duplicate choices with coherence tech
fixed issues with showing and hiding health bars on that constraint
fixed crash from autonomous defense
mass-energy mode wasn't getting any benefit from damage taken reduction
it now gets square root of damage taken reduction
This commit is contained in:
18
js/spawn.js
18
js/spawn.js
@@ -48,7 +48,7 @@ const spawn = {
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// spawn.pickList.push(spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]);
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},
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spawnChance(chance) {
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const difficultyChance = simulation.difficultyMode === 1 ? 1 : simulation.difficulty
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const difficultyChance = (simulation.difficultyMode === 1) ? 1 : simulation.difficulty
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return (Math.random() < chance + 0.07 * difficultyChance) && (mob.length < -1 + 16 * Math.log10(simulation.difficulty + 1))
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},
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randomMob(x, y, chance = 1) {
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@@ -114,7 +114,7 @@ const spawn = {
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}
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},
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secondaryBossChance(x, y) {
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if (simulation.difficultyMode > 3 && level.levelsCleared > 1) {
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if (simulation.difficultyMode > 2 && level.levelsCleared > 1) {
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spawn.randomLevelBoss(x, y);
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powerUps.directSpawn(x - 30, y, "ammo");
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powerUps.directSpawn(x + 30, y, "ammo");
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@@ -977,7 +977,7 @@ const spawn = {
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if (!simulation.paused && !simulation.onTitlePage) {
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count++
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if (count < 660) {
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if (count === 1 && simulation.difficultyMode < 5) simulation.inGameConsole(`<em>//enter testing mode to set level.levels.length to <strong>Infinite</strong></em>`);
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if (count === 1 && simulation.difficultyMode < 6) simulation.inGameConsole(`<em>//enter testing mode to set level.levels.length to <strong>Infinite</strong></em>`);
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if (!(count % 60)) simulation.inGameConsole(`simulation.analysis <span class='color-symbol'>=</span> ${((count / 60 - Math.random()) * 0.1).toFixed(3)}`);
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} else if (count === 660) {
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simulation.inGameConsole(`simulation.analysis <span class='color-symbol'>=</span> 1 <em>//analysis complete</em>`);
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@@ -2966,6 +2966,16 @@ const spawn = {
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requestAnimationFrame(() => {
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requestAnimationFrame(() => {
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ctx.setTransform(1, 0, 0, 1, 0, 0); //reset warp effect
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if (simulation.isInvertedVertical) { //redo vertical camera effects
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ctx.translate(0, canvas.height); // Move the origin down to the bottom
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ctx.scale(1, -1); // Flip vertically
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//flip mouse Y
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simulation.isInvertedVertical = true
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mouseMove = function (e) {
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simulation.mouse.x = e.clientX;
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simulation.mouse.y = window.innerHeight - e.clientY;
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}
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}
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ctx.setLineDash([]) //reset stroke dash effect
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})
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})
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@@ -4647,7 +4657,7 @@ const spawn = {
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if (simulation.cycle % this.laserInterval > this.laserInterval / 2) {
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const seeRange = 8000;
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best = {
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let best = {
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x: null,
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y: null,
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dist2: Infinity,
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