railgun buffs

JUNK tech - 🐱

railgun buffs
  600% -> 800% more ammo
  more dense (more damage)
  only targets mobs when pressing down
  does a bit of damage to nearby mobs after you fire
    extra damage to mob bullets

pneumatic hammer renamed caliber
  also applies to super balls
  5% less size increase per stack

pure science and unified field theory have a pause animation to show they are clickable

bug fixes
This commit is contained in:
landgreen
2022-03-09 20:53:38 -08:00
parent e3a82417d6
commit d39e5c784d
9 changed files with 205 additions and 79 deletions

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.DS_Store vendored

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@@ -3542,9 +3542,9 @@ const b = {
}
},
nail(pos, velocity, dmg = 1) {
dmg *= tech.nailSize
dmg *= tech.bulletSize
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.nailSize, 2 * tech.nailSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.bulletSize, 2 * tech.bulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
@@ -3559,7 +3559,7 @@ const b = {
},
needle(angle = m.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75 * tech.nailSize, 0.75 * tech.nailSize, b.fireAttributes(angle));
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75 * tech.bulletSize, 0.75 * tech.bulletSize, b.fireAttributes(angle));
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].immuneList = []
bullet[me].dmg = 6
@@ -3584,12 +3584,12 @@ const b = {
}
if (!immune) {
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
b.explosion(this.position, 220 * tech.bulletSize + 50 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = this.dmg * tech.nailSize * m.dmgScale
let dmg = this.dmg * tech.bulletSize * m.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.bulletSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
@@ -3639,12 +3639,12 @@ const b = {
}
if (!immune) {
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
b.explosion(this.position, 220 * tech.bulletSize + 50 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = this.dmg * tech.nailSize * m.dmgScale
let dmg = this.dmg * tech.bulletSize * m.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.bulletSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
@@ -4768,7 +4768,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.nailSize * 8
const size = tech.bulletSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
@@ -4790,7 +4790,7 @@ const b = {
}
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (this.speed > 4 && tech.fragments) {
b.targetedNail(this.position, 1.5 * tech.fragments * tech.nailSize)
b.targetedNail(this.position, 1.5 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
};
@@ -4840,7 +4840,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.nailSize * 8
const size = tech.bulletSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
@@ -4861,7 +4861,7 @@ const b = {
}
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (this.speed > 4 && tech.fragments) {
b.targetedNail(this.position, 1.5 * tech.fragments * tech.nailSize)
b.targetedNail(this.position, 1.5 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
};
@@ -4979,7 +4979,7 @@ const b = {
if (tech.isRivets) {
const me = bullet.length;
// const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60 * tech.nailSize, 27 * tech.nailSize, b.fireAttributes(m.angle));
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60 * tech.bulletSize, 27 * tech.bulletSize, b.fireAttributes(m.angle));
Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world
@@ -5002,7 +5002,7 @@ const b = {
bullet[me].minDmgSpeed = 7
// bullet[me].restitution = 0.4
bullet[me].frictionAir = 0.006;
bullet[me].turnMag = 0.04 * Math.pow(tech.nailSize, 3.75)
bullet[me].turnMag = 0.04 * Math.pow(tech.bulletSize, 3.75)
bullet[me].do = function() {
this.force.y += this.mass * 0.0022
if (this.speed > 6) { //rotates bullet to face current velocity?
@@ -5017,7 +5017,7 @@ const b = {
if (tech.fragments) {
bullet[me].beforeDmg = function() {
if (this.speed > 4) {
b.targetedNail(this.position, 7 * tech.fragments * tech.nailSize)
b.targetedNail(this.position, 7 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
}
@@ -6008,11 +6008,21 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) { //push away mobs when firing
const SUB = Vector.sub(mob[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 1500)
if (DISTANCE < range + mob[i].radius) {
const DEPTH = 100 + Math.min(range - DISTANCE + mob[i].radius, 1500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.0015 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += FORCE.x;
mob[i].force.y += FORCE.y;
let dmg = m.dmgScale * (mob[i].isDropPowerUp ? 0.1 : 0.4)
simulation.drawList.push({ //add dmg to draw queue
x: mob[i].position.x,
y: mob[i].position.y,
radius: Math.log(dmg + 1.1) * 40 * mob[i].damageReduction + 3,
color: 'rgba(100, 0, 200, 0.2)',
time: 15
});
mob[i].damage(dmg);
}
}
for (let i = 0, len = body.length; i < len; ++i) { //push away blocks when firing
@@ -6039,7 +6049,7 @@ const b = {
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
player.force.x -= recoil.x
player.force.y -= recoil.y
tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
if (tech.extraHarpoons) {
let targetCount = 0
@@ -6055,7 +6065,7 @@ const b = {
if (dot > 0.95 - Math.min(dist * 0.00015, 0.3)) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
if (this.ammo > -1) {
this.ammo--
b.harpoon(where, mob[i], angle, harpoonSize, false) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
b.harpoon(where, input.down ? mob[i] : null, angle, harpoonSize, false) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
angle += SPREAD
targetCount++
if (targetCount > tech.extraHarpoons) break
@@ -6089,7 +6099,7 @@ const b = {
}
}
}
b.harpoon(where, closest.target, m.angle, harpoonSize, false)
b.harpoon(where, input.down ? closest.target : null, m.angle, harpoonSize, false)
}
this.charge = 0;

View File

@@ -248,7 +248,7 @@ const build = {
// }
// },
pauseGrid() {
//right side
//left side
let botText = ""
if (tech.nailBotCount) botText += `<br>nail-bots: ${tech.nailBotCount}`
if (tech.orbitBotCount) botText += `<br>orbital-bots: ${tech.orbitBotCount}`
@@ -299,30 +299,36 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
el.style.display = "grid"
el.innerHTML = text
//left side
//right side
text = "";
if (tech.isPauseSwitchField) {
text += `<div class="pause-grid-module" id ="pause-field" style="animation: fieldColorCycle 1s linear infinite alternate;"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
} else {
text += `<div class="pause-grid-module" id ="pause-field"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
}
const style = tech.isPauseEjectTech ? 'style="animation: techColorCycle 1s linear infinite alternate;"' : ''
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
if (tech.tech[i].isFieldTech) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})"><div class="grid-title">
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title">
<span style="position:relative;">
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
</span>
&nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else if (tech.tech[i].isGunTech) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})"><div class="grid-title">
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title">
<span style="position:relative;">
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
</span>
&nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else if (tech.tech[i].isLore) {
text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore" ${style}></div> &nbsp; ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
}
} else if (tech.tech[i].isLost) {
text += `<div class="pause-grid-module" style="text-decoration: line-through;"><div class="grid-title">${tech.tech[i].link}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`

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@@ -16,9 +16,9 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.setField("time dilation")
// b.giveGuns("harpoon")
// tech.giveTech("railgun")
// tech.giveTech("necrophage")
// b.giveGuns("foam")
// tech.giveTech("quantum foam")
// tech.giveTech("capacitor bank")
// tech.giveTech("isotropic radiator")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
@@ -32,7 +32,7 @@ const level = {
// simulation.enableConstructMode() //used to build maps in testing mode
// level.reactor();
// level.testing(); //not in rotation, used for testing
// level.highrise()
// level.perplex()
if (simulation.isTraining) { level.walk(); } else { level.intro(); }
// powerUps.research.changeRerolls(3000)
@@ -237,6 +237,7 @@ const level = {
level.levels = level.levels.concat(level.communityLevels)
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
simulation.isHorizontalFlipped = false;
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
@@ -2539,11 +2540,11 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
level.difficultyIncrease(5) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
for (let i = 0; i < 10; ++i) spawn.hopper(1900, -500)
for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
// spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)

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@@ -1052,6 +1052,7 @@ const powerUps = {
powerUps.ejectTech(index)
}
document.getElementById(`${index}-pause-tech`).style.textDecoration = "line-through"
document.getElementById(`${index}-pause-tech`).style.animation = ""
document.getElementById(`${index}-pause-tech`).onclick = null
}
},

View File

@@ -691,7 +691,6 @@ const simulation = {
level.onLevel = 0;
level.levelsCleared = 0;
//resetting difficulty
// simulation.difficulty = 0;
level.setDifficulty()
@@ -713,6 +712,7 @@ const simulation = {
document.getElementById("health").style.display = "inline"
document.getElementById("health-bg").style.display = "inline"
m.alive = true;
m.onGround = false
m.setMaxHealth()
m.health = 0;
m.addHealth(0.25)

View File

@@ -3797,23 +3797,42 @@ const tech = {
// tech.isSlugShot = false;
// }
// },
// {
// name: "super sized",
// description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`,
// isGunTech: true,
// maxCount: 9,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.haveGunCheck("super balls")
// },
// requires: "super balls",
// effect() {
// tech.bulletSize += 0.14
// },
// remove() {
// tech.bulletSize = 1;
// }
// },
{
name: "pneumatic hammer",
description: `<span style = 'font-size:95%;'><strong>rivets</strong>, <strong>needles</strong>, and <strong>nails</strong> are <strong>18%</strong> larger</span><br>increases mass and physical <strong class='color-d'>damage</strong>`,
name: "caliber",
description: `<strong>rivets</strong>, <strong>needles</strong>, <strong>super balls</strong>, and <strong>nails</strong><br>have <strong>16%</strong> increased mass and physical <strong class='color-d'>damage</strong>`,
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
},
requires: "nails, nail gun, rivets, shotgun",
effect() {
tech.nailSize += 0.18
tech.bulletSize += 0.16
},
remove() {
tech.nailSize = 1;
tech.bulletSize = 1;
}
},
{
@@ -4174,25 +4193,6 @@ const tech = {
}
}
},
{
name: "super sized",
description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`,
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls")
},
requires: "super balls",
effect() {
tech.bulletSize += 0.14
},
remove() {
tech.bulletSize = 1;
}
},
{
name: "super duper",
description: `randomly fire <strong>+0</strong>, <strong>+1</strong>, or <strong>+2</strong> extra <strong>super balls</strong>`,
@@ -5420,7 +5420,7 @@ const tech = {
},
{
name: "railgun",
description: `<strong>harpoons</strong> are <strong>50% denser</strong>, but don't <strong>retract</strong><br>gain <strong>600%</strong> more harpoon <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
description: `<strong>harpoons</strong> are <strong>50% denser</strong>, but don't <strong>retract</strong><br>gain <strong>800%</strong> more harpoon <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5430,7 +5430,7 @@ const tech = {
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isGrapple
},
requires: "harpoon, not filament, toggling harpoon, grappling hook",
ammoBonus: 6,
ammoBonus: 8,
effect() {
tech.isRailGun = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -8776,6 +8776,87 @@ const tech = {
},
remove() {}
},
{
name: "🐱",
description: "🐈",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
m.draw = function() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
ctx.scale(1, -1);
ctx.rotate(Math.PI);
}
ctx.beginPath();
ctx.moveTo(-30, 0);
ctx.bezierCurveTo(-65, -75,
-5, 150 + (5 * Math.sin(simulation.cycle / 10)),
-70 + (10 * Math.sin(simulation.cycle / 10)), 0 + (10 * Math.sin(simulation.cycle / 10)));
ctx.strokeStyle = "#333";
ctx.lineWidth = 4;
ctx.stroke();
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
ctx.scale(1, -1);
ctx.rotate(0 - Math.PI);
}
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1);
ctx.beginPath();
ctx.moveTo(5, -30);
ctx.lineTo(20, -40);
ctx.lineTo(20, -20);
ctx.lineWidth = 2;
ctx.fillStyle = "#f3f";
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fill();
ctx.stroke();
ctx.moveTo(19, 0);
ctx.arc(15, 0, 4, Math.PI, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(24.3, 6, 5, Math.PI * 2, Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(30, 6);
ctx.lineTo(32, 0);
ctx.lineTo(26, 0);
ctx.lineTo(30, 6);
ctx.fillStyle = "#f3f";
ctx.fill();
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
remove() {}
},
{
name: "pareidolia",
description: "don't",
@@ -9404,7 +9485,7 @@ const tech = {
isAxion: null,
isWormholeMapIgnore: null,
isLessDamageReduction: null,
nailSize: null,
// bulletSize: null,
needleTunnel: null,
isBrainstorm: null,
isBrainstormActive: null,

View File

@@ -936,6 +936,27 @@ summary {
animation: textColor 3s linear infinite;
}
@keyframes fieldColorCycle {
0% {
background-color: rgb(255, 255, 255)
}
100% {
background-color: rgb(200, 255, 255)
}
}
@keyframes techColorCycle {
0% {
background-color: hsl(253, 100%, 100%)
}
100% {
background-color: hsl(253, 100%, 90%)
}
}
@keyframes bgColor {
0% {
background-color: rgb(63, 218, 216)

View File

@@ -1,28 +1,35 @@
******************************************************** NEXT PATCH **************************************************
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
(set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple
JUNK tech - 🐱
merged similar gun tech
needle gun+needle shot
rivet gun+shotgun slug
shockwave+blast mines
nematodes+worm-shot
necrophoresis+necrophage
the worm aspect now spawns 3 copies instead of just a lifespan reset
railgun buffs
600% -> 800% more ammo
more dense (more damage)
only targets mobs when pressing down
does a bit of damage to nearby mobs after you fire
extra damage to mob bullets
pneumatic hammer renamed caliber
also applies to super balls
5% less size increase per stack
pure science and unified field theory have a pause animation to show they are clickable
bug fixes
******************************************************** TODO ********************************************************
github bug report - if you reload, the TInker effect is lost, despite it saying it persists through sessions. Please fix.
bug: railgun AoE is randomly killing some mobs when it shouldn't
buff mob death explosions
buff railgun
damage? ammo?
make railgun push blocks in the same direction railgun moves
make block intangible for a sec, like a block throw
buff drone tech, but not drones?
buff drone gun / gun tech, but not drones?
const ctx = canvas.getContext('2d', {willReadFrequently': true});
@@ -45,7 +52,6 @@ setting to remove UI, except health bar
bug: often game puts player position at NaN
clues:
after apoximis?
vanish level?
very high level for tech, duplication
maybe not about JUNK though