diff --git a/js/bullet.js b/js/bullet.js
index 7650726..e80fc71 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -2251,23 +2251,8 @@ const b = {
}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
const reflectivity = 1 - 1 / (reflections * 3)
let damage = m.dmgScale * dmg
- let best = {
- x: 1,
- y: 1,
- dist2: Infinity,
- who: null,
- v1: 1,
- v2: 1
- };
- const path = [{
- x: where.x,
- y: where.y
- },
- {
- x: whereEnd.x,
- y: whereEnd.y
- }
- ];
+ let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
+ const path = [{ x: where.x, y: where.y }, { x: whereEnd.x, y: whereEnd.y }];
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
@@ -2310,14 +2295,7 @@ const b = {
};
const checkForCollisions = function() {
- best = {
- x: 1,
- y: 1,
- dist2: Infinity,
- who: null,
- v1: 1,
- v2: 1
- };
+ best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
@@ -2328,7 +2306,7 @@ const b = {
if (best.who.damageReduction) {
if ( //iridescence
tech.laserCrit && !best.who.shield &&
- Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.997 - 0.6 / best.who.radius
+ Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
) {
damage *= 1 + tech.laserCrit
simulation.drawList.push({ //add dmg to draw queue
@@ -2374,10 +2352,7 @@ const b = {
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) { //if hitting something
- path[path.length - 1] = {
- x: best.x,
- y: best.y
- };
+ path[path.length - 1] = { x: best.x, y: best.y };
laserHitMob();
for (let i = 0; i < reflections; i++) {
reflection();
@@ -2385,10 +2360,7 @@ const b = {
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
- path[path.length - 1] = {
- x: best.x,
- y: best.y
- };
+ path[path.length - 1] = { x: best.x, y: best.y };
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
@@ -2409,6 +2381,31 @@ const b = {
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
}
+ } else if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
+ ctx.strokeStyle = tech.laserColor;
+ ctx.lineWidth = 2
+ ctx.lineDashOffset = 900 * Math.random()
+ ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
+ for (let i = 1, len = path.length; i < len; ++i) {
+ ctx.beginPath();
+ ctx.moveTo(path[i - 1].x, path[i - 1].y);
+ ctx.lineTo(path[i].x, path[i].y);
+ ctx.stroke();
+ ctx.globalAlpha *= reflectivity; //reflections are less intense
+ }
+ ctx.setLineDash([]);
+ // ctx.globalAlpha = 1;
+
+ //glow
+ ctx.lineWidth = 9 + 2 * b.guns[11].lensDamageOn
+ ctx.globalAlpha = 0.13
+ ctx.beginPath();
+ for (let i = 1, len = path.length; i < len; ++i) {
+ ctx.moveTo(path[i - 1].x, path[i - 1].y);
+ ctx.lineTo(path[i].x, path[i].y);
+ }
+ ctx.stroke();
+ ctx.globalAlpha = 1;
} else {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
@@ -3356,20 +3353,8 @@ const b = {
deathCycles: 110 + RADIUS * 5,
isImproved: false,
radioRadius: 0,
- maxRadioRadius: 300 + Math.floor(100 * Math.random()),
- beforeDmg() {
- // const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
- // Matter.Body.setVelocity(this, {
- // x: unit.x,
- // y: unit.y
- // });
- // this.lockedOn = null
-
- // if (this.endCycle > simulation.cycle + this.deathCycles) {
- // this.endCycle -= 60
- // if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
- // }
- },
+ maxRadioRadius: 270 + Math.floor(90 * Math.random()),
+ beforeDmg() {},
onEnd() {
if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
@@ -3387,12 +3372,12 @@ const b = {
this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
//aoe damage to player
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
- const DRAIN = tech.isRadioactiveResistance ? 0.002 * 0.25 : 0.002
+ const DRAIN = tech.isRadioactiveResistance ? 0.001 : 0.004
if (m.energy > DRAIN) {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
- if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) * tech.radioactiveDamage) //0.00015
+ if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00005 : 0.0002) * tech.radioactiveDamage) //0.00015
}
}
//aoe damage to mobs
@@ -3928,7 +3913,8 @@ const b = {
}
},
crit(mob, bullet) {
- if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.99 - 4 / mob.radius) {
+ if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999 - 1 / mob.radius) {
+ if (mob.isFinalBoss && !(Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999999)) return
let cycle = () => { //makes this run after damage
if (mob.health < 0.5 && mob.damageReduction > 0 && mob.alive) {
// mob.death();
@@ -4693,45 +4679,155 @@ const b = {
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
m.energy -= this.drain
- b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
- // laser(where = {
- // x: m.pos.x + 20 * Math.cos(m.angle),
- // y: m.pos.y + 20 * Math.sin(m.angle)
- // }, whereEnd = {
- // x: where.x + 3000 * Math.cos(m.angle),
- // y: where.y + 3000 * Math.sin(m.angle)
- // }, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
+ this.laser();
+ // b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
}
+ },
+ laser() {
+ const push = 0.4
+ const reflectivity = 1 - 1 / (tech.laserReflections * 3)
+ let damage = m.dmgScale * this.laserDamage * tech.laserDamage
+ let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
+ const path = [{ x: this.vertices[0].x, y: this.vertices[0].y }, { x: this.lockedOn.position.x, y: this.lockedOn.position.y }];
+
+ const vertexCollision = function(v1, v1End, domain) {
+ for (let i = 0; i < domain.length; ++i) {
+ let vertices = domain[i].vertices;
+ const len = vertices.length - 1;
+ for (let j = 0; j < len; j++) {
+ results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[j],
+ v2: vertices[j + 1]
+ };
+ }
+ }
+ }
+ results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[0],
+ v2: vertices[len]
+ };
+ }
+ }
+ }
+ };
+
+ const checkForCollisions = function() {
+ best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
+ vertexCollision(path[path.length - 2], path[path.length - 1], mob);
+ vertexCollision(path[path.length - 2], path[path.length - 1], map);
+ vertexCollision(path[path.length - 2], path[path.length - 1], body);
+ };
+ const laserHitMob = function() {
+ if (best.who.alive) {
+ best.who.locatePlayer();
+ if (best.who.damageReduction) {
+ if ( //iridescence
+ tech.laserCrit && !best.who.shield &&
+ Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
+ ) {
+ damage *= 1 + tech.laserCrit
+ simulation.drawList.push({ //add dmg to draw queue
+ x: path[path.length - 1].x,
+ y: path[path.length - 1].y,
+ radius: Math.sqrt(2500 * damage * best.who.damageReduction) + 5,
+ color: `hsla(${60 + 283*Math.random()},100%,70%,0.5)`, // random hue, but not red
+ time: 16
+ });
+ } else {
+ simulation.drawList.push({ //add dmg to draw queue
+ x: path[path.length - 1].x,
+ y: path[path.length - 1].y,
+ radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
+ color: tech.laserColorAlpha,
+ time: simulation.drawTime
+ });
+ }
+ best.who.damage(damage);
+ }
+ if (tech.isLaserPush) { //push mobs away
+ const index = path.length - 1
+ Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
+ const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
+ Matter.Body.applyForce(best.who, path[index], force)
+ }
+ } else if (tech.isLaserPush && best.who.classType === "body") {
+ const index = path.length - 1
+ Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
+ const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
+ Matter.Body.applyForce(best.who, path[index], force)
+ }
+ };
+ const reflection = function() { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
+ const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
+ const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
+ const nn = Vector.mult(n, 2 * Vector.dot(d, n));
+ const r = Vector.normalise(Vector.sub(d, nn));
+ path[path.length] = Vector.add(Vector.mult(r, 3000), path[path.length - 1]);
+ };
+
+ checkForCollisions();
+ let lastBestOdd
+ let lastBestEven = best.who //used in hack below
+ if (best.dist2 !== Infinity) { //if hitting something
+ path[path.length - 1] = { x: best.x, y: best.y };
+ laserHitMob();
+ for (let i = 0; i < tech.laserReflections; i++) {
+ reflection();
+ checkForCollisions();
+ if (best.dist2 !== Infinity) { //if hitting something
+ lastReflection = best
+ path[path.length - 1] = { x: best.x, y: best.y };
+ damage *= reflectivity
+ laserHitMob();
+ //I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
+ //I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
+ if (i % 2) {
+ if (lastBestOdd === best.who) break
+ } else {
+ lastBestOdd = best.who
+ if (lastBestEven === best.who) break
+ }
+ } else {
+ break
+ }
+ }
+ }
+ ctx.strokeStyle = tech.laserColor;
+ ctx.lineWidth = 2
+ ctx.lineDashOffset = 900 * Math.random()
+ ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
+ for (let i = 1, len = path.length; i < len; ++i) {
+ ctx.beginPath();
+ ctx.moveTo(path[i - 1].x, path[i - 1].y);
+ ctx.lineTo(path[i].x, path[i].y);
+ ctx.stroke();
+ ctx.globalAlpha *= reflectivity; //reflections are less intense
+ }
+ ctx.setLineDash([]);
+ ctx.globalAlpha = 1;
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
-
- //laser mobs that fire with the player
- // if (true) {
- // bullet[me].do = function() {
- // if (!(simulation.cycle % this.lookFrequency)) {
- // if (Math.random() < 0.15) {
- // const range = 170 + 3 * b.totalBots()
- // this.offPlayer = {
- // x: range * (Math.random() - 0.5),
- // y: range * (Math.random() - 0.5) - 20,
- // }
- // }
- // }
- // const playerPos = Vector.add(Vector.add(this.offPlayer, m.pos), Vector.mult(player.velocity, 20)) //also include an offset unique to this bot to keep many bots spread out
- // const farAway = Math.max(0, (Vector.magnitude(Vector.sub(this.position, playerPos))) / this.playerRange) //linear bounding well
- // const mag = Math.min(farAway, 4) * this.mass * this.acceleration
- // this.force = Vector.mult(Vector.normalise(Vector.sub(playerPos, this.position)), mag)
- // //manual friction to not lose rotational velocity
- // Matter.Body.setVelocity(this, { x: this.velocity.x * 0.95, y: this.velocity.y * 0.95 });
- // //hit target with laser
- // if (input.fire && m.energy > this.drain) {
- // m.energy -= this.drain
- // const unit = Vector.sub(simulation.mouseInGame, this.vertices[0])
- // b.laser(this.vertices[0], Vector.mult(unit, 1000), m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
- // }
- // }
- // }
},
boomBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
if (isConsole) simulation.makeTextLog(`b.boomBot()`);
@@ -7255,6 +7351,11 @@ const b = {
}
}
ctx.stroke();
+ if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
+ ctx.lineWidth = 20 + 3 * b.guns[11].lensDamageOn
+ ctx.globalAlpha = 0.3
+ ctx.stroke();
+ }
ctx.globalAlpha = 1;
}
},
@@ -7265,8 +7366,8 @@ const b = {
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
- const dmg = 0.37 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
- const spacing = Math.ceil(5 - 0.4 * tech.historyLaser)
+ const dmg = 0.5 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
+ const spacing = Math.ceil(10 - 0.4 * tech.historyLaser)
ctx.beginPath();
b.laser({
x: m.pos.x + 20 * Math.cos(m.angle),
@@ -7275,7 +7376,7 @@ const b = {
x: m.pos.x + 3000 * Math.cos(m.angle),
y: m.pos.y + 3000 * Math.sin(m.angle)
}, dmg, 0, true, 0.2);
- for (let i = 1, len = 5 + tech.historyLaser * 5; i < len; i++) {
+ for (let i = 1, len = 3 + tech.historyLaser * 3; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859
b.laser({
@@ -7289,6 +7390,13 @@ const b = {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 1
ctx.stroke();
+ if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
+ ctx.strokeStyle = tech.laserColor;
+ ctx.lineWidth = 10 + 2 * b.guns[11].lensDamageOn
+ ctx.globalAlpha = 0.2
+ ctx.stroke(); //glow
+ ctx.globalAlpha = 1;
+ }
}
},
},
diff --git a/js/level.js b/js/level.js
index 6c262f8..c5afaec 100644
--- a/js/level.js
+++ b/js/level.js
@@ -28,19 +28,20 @@ const level = {
// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
// simulation.molecularMode = 2
// m.damage(0.1);
- // b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
+ // b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[0].ammo = 10000
- // for (let i = 0; i < 1; ++i) tech.giveTech("needle gun")
- // tech.giveTech("pressure vessel")
- // tech.giveTech("quintessence")
- // for (let i = 0; i < 1; ++i) tech.giveTech("freezer burn")
- // for (let i = 0; i < 1; i++) tech.giveTech("reaction inhibitor")
+ // tech.giveTech("lens")
+ // for (let i = 0; i < 9; ++i) tech.giveTech("compound lens")
+ // tech.giveTech("dye laser")
+ // for (let i = 0; i < 1; ++i) tech.giveTech("iridescence")
+ // for (let i = 0; i < 1; i++) tech.giveTech("slow light")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
- // level.final();
+ // level.testing();
+ // spawn.starter(1900, -500, 200)
// spawn.starter(1900, -500)
// spawn.timeBoss(2538, -950)
// for (let i = 0; i < 33; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
@@ -1088,7 +1089,7 @@ const level = {
if (!m.isBodiesAsleep) {
if (this.isClosing) {
if (this.position.y < y) { //try to close
- if (
+ if ( //if clear of stuff
Matter.Query.collides(this, [player]).length === 0 &&
Matter.Query.collides(this, body).length < 2 &&
Matter.Query.collides(this, mob).length === 0
@@ -1100,6 +1101,25 @@ const level = {
Matter.Body.setPosition(this, position)
}
}
+ // else {
+ // const blocks = Matter.Query.collides(this, body)
+ // console.log(blocks.length)
+ // for (let i = 0; i < blocks.length; i++) {
+ // // console.log(blocks[i])
+ // if (blocks[i].bodyA) {
+ // if (touching[i].bodyB !== m.holdingTarget) {
+ // for (let j = 0, len = body.length; j < len; j++) {
+ // if (body[j] === touching[i].bodyB) {
+ // body.splice(j, 1);
+ // len--
+ // Matter.Composite.remove(engine.world, touching[i].bodyB);
+ // break;
+ // }
+ // }
+ // }
+ // }
+ // }
+ // }
} else {
if (this.position.y > y - distance) { //try to open
const position = {
@@ -2955,6 +2975,12 @@ const level = {
if (!doorOut.isClosed() || !doorIn.isClosed()) {
doorIn.isClosing = true
doorOut.isClosing = true
+ //block caught in a door
+ if (Matter.Query.collides(doorOut, body).length > 1 || Matter.Query.collides(doorIn, body).length > 1) {
+ button.isUp = true
+ doorIn.isClosing = false
+ doorOut.isClosing = false
+ }
} else {
isSpawnedBoss = true
isDoorsLocked = true
@@ -3039,6 +3065,12 @@ const level = {
if (!doorOut.isClosed() || !doorIn.isClosed()) {
doorIn.isClosing = true
doorOut.isClosing = true
+ //block caught in a door
+ if (Matter.Query.collides(doorOut, body).length > 1 || Matter.Query.collides(doorIn, body).length > 1) {
+ button.isUp = true
+ doorIn.isClosing = false
+ doorOut.isClosing = false
+ }
} else {
isSpawnedBoss = true
isDoorsLocked = true
diff --git a/js/player.js b/js/player.js
index 4c8e58c..9154cec 100644
--- a/js/player.js
+++ b/js/player.js
@@ -602,13 +602,10 @@ const m = {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
- Matter.Body.setVelocity(bullet[i], {
- x: 0,
- y: 0
- });
+ Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
}
}
- m.energy = Math.max(m.energy - steps / 150, 0.01)
+ m.energy = Math.max(m.energy - steps / 200, 0.01)
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
let isDrawPlayer = true
@@ -1049,7 +1046,7 @@ const m = {
} else {
m.fieldRegen = 0.001 //6 energy per second
}
- if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.001 * m.coupling
+ if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.008333 * m.coupling
if (tech.isTimeCrystals) {
m.fieldRegen *= 3
} else if (tech.isGroundState) {
@@ -1572,7 +1569,7 @@ const m = {
case 3: //negative mass
return `+${((1-0.73 ** couple)*100).toFixed(1)}% defense`
case 4: //assembler
- return `generate ${(6*couple).toFixed(0)} energy per second`
+ return `generate ${(5*couple).toFixed(0)} energy per second`
case 5: //plasma
return `+${(15*couple).toFixed(0)}% damage`
case 6: //time dilation
diff --git a/js/powerup.js b/js/powerup.js
index 0a1b836..f6e0434 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -331,7 +331,7 @@ const powerUps = {
// }
// requestAnimationFrame(cycle);
- document.getElementById("choose-grid").style.opacity = "0.9"
+ document.getElementById("choose-grid").style.opacity = "0.92"
} else {
simulation.paused = true;
document.getElementById("choose-grid").style.opacity = "1"
@@ -343,8 +343,8 @@ const powerUps = {
ctx.fillStyle = `rgba(221,221,221,0.6)`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
});
- document.getElementById("pause-grid-right").style.opacity = "0.3"
- document.getElementById("pause-grid-left").style.opacity = "0.3"
+ document.getElementById("pause-grid-right").style.opacity = "0.7"
+ document.getElementById("pause-grid-left").style.opacity = "0.7"
}
build.pauseGrid()
},
diff --git a/js/simulation.js b/js/simulation.js
index b261fd9..9e3bf28 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -954,7 +954,7 @@ const simulation = {
let respawnDrones = () => {
if (droneCount > 0) {
requestAnimationFrame(respawnDrones);
- if (!simulation.paused && !simulation.isChoosing) {
+ if (!simulation.paused && !simulation.isChoosing && m.alive) {
const where = { x: level.enter.x + 50, y: level.enter.y - 60 }
droneCount--
if (tech.isDroneRadioactive) {
diff --git a/js/spawn.js b/js/spawn.js
index 3e1558d..097af74 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -367,7 +367,7 @@ const spawn = {
me.cycle = 1;
Matter.Body.setDensity(me, 0.2); //extra dense //normal is 0.001 //makes effective life much larger
- me.damageReduction = 0.12
+ me.damageReduction = 0.14
me.startingDamageReduction = me.damageReduction
me.nextHealthThreshold = 0.999
me.invulnerableCount = 0
diff --git a/js/tech.js b/js/tech.js
index e01119f..3043f31 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -288,7 +288,7 @@ const tech = {
},
tech: [{
name: "ordnance",
- description: "double the frequency of finding guntech
spawn a gun",
+ description: "double the frequency of finding guntech
spawn a gun and +5% JUNK to tech pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -299,12 +299,18 @@ const tech = {
requires: "",
effect() {
powerUps.spawn(m.pos.x, m.pos.y, "gun");
- // this.count--
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
}
+ this.refundAmount += tech.addJunkTechToPool(0.05)
},
- remove() {}
+ refundAmount: 0,
+ remove() {
+ if (this.count > 0 && this.refundAmount > 0) {
+ tech.removeJunkTechFromPool(this.refundAmount)
+ this.refundAmount = 0
+ }
+ }
},
{
name: "ad hoc",
@@ -4956,8 +4962,8 @@ const tech = {
isRemoveGun: true,
maxCount: 1,
count: 0,
- frequency: 2,
- frequencyDefault: 2,
+ frequency: 1,
+ frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() {
@@ -4984,8 +4990,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
- frequency: 2,
- frequencyDefault: 2,
+ frequency: 1,
+ frequencyDefault: 1,
allowed() {
return !tech.isImmuneExplosion && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
},
@@ -6305,8 +6311,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
- frequency: 2,
- frequencyDefault: 2,
+ frequency: 1,
+ frequencyDefault: 1,
allowed() {
return ((tech.haveGunCheck("wave") && tech.infiniteWaveAmmo !== 1) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)) && !tech.isEnergyNoAmmo
},
@@ -6479,8 +6485,8 @@ const tech = {
isGunTech: true,
maxCount: 3,
count: 0,
- frequency: 2,
- frequencyDefault: 2,
+ frequency: 1,
+ frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
},
@@ -6498,8 +6504,8 @@ const tech = {
isGunTech: true,
maxCount: 9,
count: 0,
- frequency: 2,
- frequencyDefault: 2,
+ frequency: 1,
+ frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser
},
@@ -6522,8 +6528,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
- frequency: 3,
- frequencyDefault: 3,
+ frequency: 2,
+ frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser
},
@@ -6592,7 +6598,7 @@ const tech = {
},
{
name: "infrared diode",
- description: "+50% laser energy efficiency
infrared light is outside visual perception",
+ description: "+60% laser energy efficiency
infrared light is outside visual perception",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6603,7 +6609,7 @@ const tech = {
},
requires: "laser, not free-electron, pulse",
effect() {
- tech.laserDrain *= 0.5; //100%-50%
+ tech.laserDrain *= 0.4; //100%-50%
tech.laserColor = "transparent" //"rgb(255,0,20,0.02)"
// tech.laserColorAlpha = "rgba(255,0,20,0.05)"
},
@@ -6615,7 +6621,7 @@ const tech = {
},
{
name: "dye laser",
- description: "+20% laser energy efficiency
+20% laser damage",
+ description: "+25% laser energy efficiency
+25% laser damage",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6626,8 +6632,8 @@ const tech = {
},
requires: "laser, not pulse, infrared diode",
effect() {
- tech.laserDrain *= 0.8
- tech.laserDamage *= 1 + 0.2
+ tech.laserDrain *= 0.75
+ tech.laserDamage *= 1.25
tech.laserColor = "rgb(0, 11, 255)"
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
},
@@ -6640,7 +6646,7 @@ const tech = {
},
{
name: "free-electron laser",
- description: "–250% laser energy efficiency
+190% laser damage",
+ description: "–250% laser energy efficiency
+200% laser damage",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6652,7 +6658,7 @@ const tech = {
requires: "laser, not pulse, infrared diode",
effect() {
tech.laserDrain *= 1 + 2.5 //250% more drain
- tech.laserDamage *= 1 + 1.9 //190% more damage
+ tech.laserDamage *= 1 + 2 //190% more damage
tech.laserColor = "#83f"
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
},
@@ -8172,6 +8178,18 @@ const tech = {
return `${this.text}`
},
},
+ {
+ name: "placebo",
+ description: "+777% damage
+777% defense
",
+ maxCount: 1,
+ count: 0,
+ frequency: 0,
+ isJunk: true,
+ allowed: () => true,
+ requires: "",
+ effect() {},
+ remove() {}
+ },
{
name: "return",
description: "return to the introduction level
reduce combat difficulty by 2 levels",
diff --git a/todo.txt b/todo.txt
index 12bf373..7133930 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,15 +1,28 @@
******************************************************** NEXT PATCH **************************************************
-finalBoss has a new phase: "boulders"
- each phase has been rebalanced
- boss health is a bit higher
- mob mines are white now
+finalBoss has a bit less health
-pilot wave gets +1 choice for gun,field,tech
+laser lens has a glow effect
+slow light has 11->7 unique beams
+ slow light has 38% more damage per beam
+infrared diode 50->60% energy efficiency
+dye laser 20->25% energy efficiency
+ 20->25% laser damage
+free-electron laser 190->200% laser damage
+crit angle is smaller for iridescence and stress concentration on large mobs
+ordnance has +5% JUNK
+CPT uses 25% less energy and leaves you with about 10-20 energy
+
+JUNK tech: placebo - +777% damage +777% defense
+
+bug fixes
+
-bug fixes:
*********************************************************** TODO *****************************************************
+
+laserMines need a copy of laser-bot method
+ this is a very rare bug, so not a priority
finalBoss
add synergies between modes:
@@ -1047,8 +1060,7 @@ possible names for tech
prion quine - self replicating protein
Unitarity - https://en.wikipedia.org/wiki/Unitarity_(physics) - all probabilities add up to 1, calculations work the same forward and backwards in time
this is violated by expansion of the universe
-
-
+ https://en.wikipedia.org/wiki/Cosmic_censorship_hypothesis - black holes can't leak