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:
52
js/bullet.js
52
js/bullet.js
@@ -3542,9 +3542,9 @@ const b = {
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}
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},
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nail(pos, velocity, dmg = 1) {
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dmg *= tech.nailSize
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dmg *= tech.bulletSize
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.nailSize, 2 * tech.nailSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.bulletSize, 2 * tech.bulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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Matter.Body.setVelocity(bullet[me], velocity);
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
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@@ -3559,7 +3559,7 @@ const b = {
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},
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needle(angle = m.angle) {
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const me = bullet.length;
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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));
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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));
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Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
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bullet[me].immuneList = []
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bullet[me].dmg = 6
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@@ -3584,12 +3584,12 @@ const b = {
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
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b.explosion(this.position, 220 * tech.bulletSize + 50 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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let dmg = this.dmg * tech.nailSize * m.dmgScale
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let dmg = this.dmg * tech.bulletSize * m.dmgScale
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.bulletSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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dmg *= 0.25
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}
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if (tech.isCrit && who.isStunned) dmg *= 4
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@@ -3639,12 +3639,12 @@ const b = {
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
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b.explosion(this.position, 220 * tech.bulletSize + 50 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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let dmg = this.dmg * tech.nailSize * m.dmgScale
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let dmg = this.dmg * tech.bulletSize * m.dmgScale
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.bulletSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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dmg *= 0.25
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}
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if (tech.isCrit && who.isStunned) dmg *= 4
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@@ -4768,7 +4768,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
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const me = bullet.length;
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const size = tech.nailSize * 8
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const size = tech.bulletSize * 8
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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));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -4790,7 +4790,7 @@ const b = {
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}
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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
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if (this.speed > 4 && tech.fragments) {
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b.targetedNail(this.position, 1.5 * tech.fragments * tech.nailSize)
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b.targetedNail(this.position, 1.5 * tech.fragments * tech.bulletSize)
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this.endCycle = 0 //triggers despawn
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}
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};
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@@ -4840,7 +4840,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
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const me = bullet.length;
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const size = tech.nailSize * 8
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const size = tech.bulletSize * 8
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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));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -4861,7 +4861,7 @@ const b = {
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}
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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
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if (this.speed > 4 && tech.fragments) {
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b.targetedNail(this.position, 1.5 * tech.fragments * tech.nailSize)
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b.targetedNail(this.position, 1.5 * tech.fragments * tech.bulletSize)
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this.endCycle = 0 //triggers despawn
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}
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};
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@@ -4979,7 +4979,7 @@ const b = {
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if (tech.isRivets) {
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const me = bullet.length;
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// const dir = m.angle + 0.02 * (Math.random() - 0.5)
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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));
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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));
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Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
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Composite.add(engine.world, bullet[me]); //add bullet to world
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@@ -5002,7 +5002,7 @@ const b = {
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bullet[me].minDmgSpeed = 7
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// bullet[me].restitution = 0.4
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bullet[me].frictionAir = 0.006;
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bullet[me].turnMag = 0.04 * Math.pow(tech.nailSize, 3.75)
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bullet[me].turnMag = 0.04 * Math.pow(tech.bulletSize, 3.75)
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0022
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if (this.speed > 6) { //rotates bullet to face current velocity?
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@@ -5017,7 +5017,7 @@ const b = {
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if (tech.fragments) {
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bullet[me].beforeDmg = function() {
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if (this.speed > 4) {
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b.targetedNail(this.position, 7 * tech.fragments * tech.nailSize)
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b.targetedNail(this.position, 7 * tech.fragments * tech.bulletSize)
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this.endCycle = 0 //triggers despawn
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}
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}
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@@ -6008,11 +6008,21 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) { //push away mobs when firing
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const SUB = Vector.sub(mob[i].position, m.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 1500)
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if (DISTANCE < range + mob[i].radius) {
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const DEPTH = 100 + Math.min(range - DISTANCE + mob[i].radius, 1500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.0015 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += FORCE.x;
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mob[i].force.y += FORCE.y;
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let dmg = m.dmgScale * (mob[i].isDropPowerUp ? 0.1 : 0.4)
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simulation.drawList.push({ //add dmg to draw queue
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x: mob[i].position.x,
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y: mob[i].position.y,
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radius: Math.log(dmg + 1.1) * 40 * mob[i].damageReduction + 3,
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color: 'rgba(100, 0, 200, 0.2)',
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time: 15
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});
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mob[i].damage(dmg);
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}
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}
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for (let i = 0, len = body.length; i < len; ++i) { //push away blocks when firing
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@@ -6039,7 +6049,7 @@ const b = {
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const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
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player.force.x -= recoil.x
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player.force.y -= recoil.y
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tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
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if (tech.extraHarpoons) {
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let targetCount = 0
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@@ -6055,7 +6065,7 @@ const b = {
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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
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if (this.ammo > -1) {
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this.ammo--
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b.harpoon(where, mob[i], angle, harpoonSize, false) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
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b.harpoon(where, input.down ? mob[i] : null, angle, harpoonSize, false) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
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angle += SPREAD
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targetCount++
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if (targetCount > tech.extraHarpoons) break
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@@ -6089,7 +6099,7 @@ const b = {
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}
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}
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}
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b.harpoon(where, closest.target, m.angle, harpoonSize, false)
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b.harpoon(where, input.down ? closest.target : null, m.angle, harpoonSize, false)
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}
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this.charge = 0;
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20
js/index.js
20
js/index.js
@@ -248,7 +248,7 @@ const build = {
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// }
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// },
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pauseGrid() {
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//right side
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//left side
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let botText = ""
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if (tech.nailBotCount) botText += `<br>nail-bots: ${tech.nailBotCount}`
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if (tech.orbitBotCount) botText += `<br>orbital-bots: ${tech.orbitBotCount}`
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@@ -299,30 +299,36 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
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el.style.display = "grid"
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el.innerHTML = text
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//left side
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//right side
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text = "";
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text += `<div class="pause-grid-module" id ="pause-field"><div class="grid-title"><div class="circle-grid field"></div> ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
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if (tech.isPauseSwitchField) {
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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> ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
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} else {
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text += `<div class="pause-grid-module" id ="pause-field"><div class="grid-title"><div class="circle-grid field"></div> ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
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}
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const style = tech.isPauseEjectTech ? 'style="animation: techColorCycle 1s linear infinite alternate;"' : ''
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
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if (tech.tech[i].isFieldTech) {
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text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})"><div class="grid-title">
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text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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</span>
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${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
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} else if (tech.tech[i].isGunTech) {
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text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})"><div class="grid-title">
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text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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</span>
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${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
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} else if (tech.tech[i].isLore) {
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text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
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text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore" ${style}></div> ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
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} else {
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text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
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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> ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
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}
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} else if (tech.tech[i].isLost) {
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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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13
js/level.js
13
js/level.js
@@ -16,9 +16,9 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// b.giveGuns("harpoon")
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// tech.giveTech("railgun")
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// tech.giveTech("necrophage")
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// b.giveGuns("foam")
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// tech.giveTech("quantum foam")
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// tech.giveTech("capacitor bank")
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// tech.giveTech("isotropic radiator")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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@@ -32,7 +32,7 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reactor();
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// level.testing(); //not in rotation, used for testing
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// level.highrise()
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// level.perplex()
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if (simulation.isTraining) { level.walk(); } else { level.intro(); }
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// powerUps.research.changeRerolls(3000)
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@@ -237,6 +237,7 @@ const level = {
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level.levels = level.levels.concat(level.communityLevels)
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level.levels = shuffle(level.levels); //shuffles order of maps
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level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
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simulation.isHorizontalFlipped = false;
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} else {
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level.levels = shuffle(level.levels); //shuffles order of maps
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}
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@@ -2539,11 +2540,11 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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level.difficultyIncrease(5) //30 is near max on hard //60 is near max on why
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m.addHealth(Infinity)
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// spawn.starter(1900, -500, 200) //big boy
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for (let i = 0; i < 10; ++i) spawn.hopper(1900, -500)
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for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
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// spawn.slashBoss(1900, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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@@ -1052,6 +1052,7 @@ const powerUps = {
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powerUps.ejectTech(index)
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}
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document.getElementById(`${index}-pause-tech`).style.textDecoration = "line-through"
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document.getElementById(`${index}-pause-tech`).style.animation = ""
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document.getElementById(`${index}-pause-tech`).onclick = null
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}
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},
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@@ -691,7 +691,6 @@ const simulation = {
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level.onLevel = 0;
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level.levelsCleared = 0;
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//resetting difficulty
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// simulation.difficulty = 0;
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level.setDifficulty()
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@@ -713,6 +712,7 @@ const simulation = {
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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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m.alive = true;
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m.onGround = false
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m.setMaxHealth()
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m.health = 0;
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m.addHealth(0.25)
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135
js/tech.js
135
js/tech.js
@@ -3797,23 +3797,42 @@ const tech = {
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// tech.isSlugShot = false;
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// }
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// },
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// {
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// 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,
|
||||
|
||||
21
style.css
21
style.css
@@ -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)
|
||||
|
||||
40
todo.txt
40
todo.txt
@@ -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
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
******************************************************** 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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user