pigeonhole principle
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
chosen gun cycles each level
syncs well with generalist
heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early
JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe
several bug fixes
coupling for molecular assembler 5->8 energy per second
but also fixed a bug where coupling was giving 10x regen
This commit is contained in:
28
js/level.js
28
js/level.js
@@ -28,19 +28,20 @@ const level = {
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// m.setField("time dilation") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("missiles") //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
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// b.giveGuns("harpoon") //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
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// b.giveGuns("wave") //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
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// b.guns[0].ammo = 10000
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// tech.giveTech("arsenal")
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// for (let i = 0; i < 1; ++i) tech.giveTech("compound lens")
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// b.guns[9].ammo = 10000
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// tech.giveTech("ship")
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// for (let i = 0; i < 1; ++i) tech.giveTech("junk DNA")
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// tech.giveTech("dye laser")
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// for (let i = 0; i < 1; ++i) tech.giveTech("CPT symmetry")
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// for (let i = 0; i < 1; ++i) tech.giveTech("grappling hook")
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// for (let i = 0; i < 5; i++) tech.giveTech("laser-bot")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// canvas.requestPointerLock()
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// level.testing();
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// spawn.starter(1900, -500, 200)
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// spawn.starter(1900, -500)
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@@ -94,6 +95,14 @@ const level = {
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m.resetHistory();
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spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
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//used for generalist and pigeonhole principle
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tech.buffedGun++
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if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0;
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if (tech.isGunCycle) {
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b.inventoryGun = tech.buffedGun;
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simulation.switchGun();
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}
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if (tech.isForeverDrones) {
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if (tech.isDroneRadioactive) {
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for (let i = 0; i < tech.isForeverDrones * 0.25; i++) {
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@@ -111,11 +120,6 @@ const level = {
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tech.healMaxEnergyBonus += 0.1 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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}
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if (tech.isGunCycle) {
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b.inventoryGun++;
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if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
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simulation.switchGun();
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}
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if (tech.isSwitchReality && powerUps.research.count > 0) {
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powerUps.research.changeRerolls(-1);
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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@@ -162,7 +166,7 @@ const level = {
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if (m.plasmaBall) m.plasmaBall.reset()
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if (localSettings.entanglement && localSettings.entanglement.levelName === level.levels[level.onLevel]) {
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const flip = localSettings.entanglement.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
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powerUps.spawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
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powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
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}
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},
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trainingText(say) {
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