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
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@@ -531,6 +531,15 @@ const simulation = {
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simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
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simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
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},
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cameraNoLook() {
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ctx.save();
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ctx.translate(canvas.width2, canvas.height2); //center
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// ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
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ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
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//calculate in game mouse position by undoing the zoom and translations
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simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
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simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
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},
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restoreCamera() {
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ctx.restore();
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},
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