resonance

tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again

JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech

bug fixes
This commit is contained in:
landgreen
2022-06-30 07:35:36 -07:00
parent 5f098c3d1e
commit de99a27a29
8 changed files with 255 additions and 192 deletions

View File

@@ -918,54 +918,55 @@ const b = {
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70;
bullet[me].frictionAir = 0.07;
bullet[me].suckCycles = 40
const MAG = 0.015
bullet[me].thrust = {
x: bullet[me].mass * MAG * Math.cos(angle),
y: bullet[me].mass * MAG * Math.sin(angle)
}
bullet[me].do = function() {
const suckCycles = 40
if (simulation.cycle > this.endCycle - suckCycles || Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) { //suck
const that = this
function suck(who, radius = that.explodeRad * 3.2) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius && dist > 150 && !who.isInvulnerable) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
}
bullet[me].suck = function() {
const suck = (who, radius = this.explodeRad * 3.2) => {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(this.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius && dist > 150 && !who.isInvulnerable && who[i] !== this) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
}
}
let mag = 0.1
if (simulation.cycle > this.endCycle - 5) {
mag = -0.22
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
} else {
mag = 0.11
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 2.75 * this.explodeRad * (this.endCycle - simulation.cycle) / suckCycles
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
let mag = 0.1
if (simulation.cycle > this.endCycle - 5) {
mag = -0.22
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
} else {
mag = 0.11
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
}
Matter.Body.setVelocity(this, { x: 0, y: 0 }); //keep bomb in place
//draw suck
const radius = 2.75 * this.explodeRad * (this.endCycle - simulation.cycle) / this.suckCycles
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
bullet[me].do = function() {
if (simulation.cycle > this.endCycle - this.suckCycles) { //suck
this.do = this.suck
} else if (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) {
Matter.Body.setPosition(this, Vector.sub(this.position, this.velocity)) //undo last movement
this.do = this.suck
} else {
this.force.x += this.thrust.x;
this.force.y += this.thrust.y;
@@ -3787,7 +3788,7 @@ const b = {
targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
let closestMob, dist
for (let i = 0, len = mob.length; i < len; i++) {
if (who !== mob[i]) {
if (who !== mob[i] && !mob[i].isBadTarget) {
dist = Vector.magnitude(Vector.sub(who.position, mob[i].position));
if (dist < range && Matter.Query.ray(map, who.position, mob[i].position).length === 0) { //&& Matter.Query.ray(body, position, mob[i].position).length === 0
closestMob = mob[i]
@@ -5704,8 +5705,8 @@ const b = {
name: "matter wave", //3
description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
ammo: 0,
ammoPack: 115,
defaultAmmoPack: 115,
ammoPack: 110,
defaultAmmoPack: 110,
have: false,
wavePacketCycle: 0,
delay: 40,
@@ -5776,17 +5777,24 @@ const b = {
const dist = Vector.magnitude(Vector.sub(this.waves[i].position, body[j].position))
const r = 20
if (dist + r > this.waves[i].radius && dist - r < this.waves[i].radius) {
const who = body[j]
//make them shake around
body[j].force.x += 0.01 * (Math.random() - 0.5) * body[j].mass
body[j].force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * body[j].mass //remove force of gravity
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * who.mass //remove force of gravity
//draw vibes
let vertices = body[j].vertices;
let vertices = who.vertices;
const vibe = 25
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let k = 1; k < vertices.length; k++) {
ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
if (tech.isPhononBlock && !who.isNotHoldable && who.speed < 5 && who.angularSpeed < 0.1) {
if (Math.random() < 0.5) b.targetedBlock(who, 50 - Math.min(25, who.mass * 3)) // targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
// Matter.Body.setAngularVelocity(who, (0.25 + 0.1 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
who.torque += who.inertia * 0.001 * (Math.random() - 0.5)
}
}
}
this.waves[i].radius += 0.9 * tech.waveBeamSpeed * this.waves[i].expanding //expand / move
@@ -5881,6 +5889,12 @@ const b = {
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
if (tech.isPhononBlock && !who.isNotHoldable && who.speed < 5 && who.angularSpeed < 0.1) {
if (Math.random() < 0.5) b.targetedBlock(who, 50 - Math.min(25, who.mass * 3)) // targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
// Matter.Body.setAngularVelocity(who, (0.25 + 0.12 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
who.torque += who.inertia * 0.001 * (Math.random() - 0.5)
}
}
// ctx.stroke(); //draw vibes
@@ -6005,7 +6019,7 @@ const b = {
if (tech.isPhaseVelocity) {
waveSpeedMap = 3.5
waveSpeedBody = 2
bullet[me].dmg *= 1.2
bullet[me].dmg *= 1.4
}
if (tech.waveReflections) {
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange

View File

@@ -18,18 +18,18 @@ const level = {
// simulation.isHorizontalFlipped = true
// m.addHealth(Infinity)
// m.setField("metamaterial cloaking")
// b.giveGuns("harpoon")
// b.giveGuns("matter wave")
// b.giveGuns("shotgun")
// b.guns[0].ammo = 10000
// // b.giveGuns("mine")
// tech.giveTech("boson composite")
// tech.giveTech("phonon")
// for (let i = 0; i < 3; ++i) tech.giveTech("smelting")
// for (let i = 0; i < 9; ++i) tech.giveTech("propagator")
// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
// for (let i = 0; i < 9; ++i) tech.giveTech("emergence")
// tech.giveTech("polyurethane foam")
// tech.giveTech("quantum eraser")
// tech.giveTech("MACHO")
// tech.giveTech("resonance")
// tech.giveTech("microtransactions")
// tech.giveTech("cross disciplinary")
// m.maxHealth = 100
// m.health = m.maxHealth
// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
@@ -46,13 +46,13 @@ const level = {
// powerUps.research.changeRerolls(100)
// spawn.starter(1900, -500, 100)
// for (let i = 0; i < 20; ++i) spawn.exploder(1900, -500)
// spawn.timeSkipBoss(1900, -500)
spawn.slashBoss(1900, -500)
// level.difficultyIncrease(20) //30 is near max on hard //60 is near max on why
// level.testing(); //not in rotation, used for testing
level.testing(); //not in rotation, used for testing
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
@@ -423,7 +423,7 @@ const level = {
y += height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.map,
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
@@ -455,7 +455,7 @@ const level = {
y += height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.map,
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
@@ -581,7 +581,7 @@ const level = {
force += simulation.g
const who = body[body.length] = Bodies.rectangle(x, isAtTop ? maxHeight : y, width, height, {
collisionFilter: {
category: cat.map,
category: cat.body, //cat.map,
mask: cat.map | cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,

View File

@@ -1391,8 +1391,11 @@ const mobs = {
mob.splice(i, 1);
if (tech.isMobBlockFling) {
const who = body[body.length - 1]
b.targetedBlock(who)
Matter.Body.setAngularVelocity(who, (0.5 + 0.2 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
if (!who.isNotHoldable) {
b.targetedBlock(who)
Matter.Body.setAngularVelocity(who, (0.5 + 0.2 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
// who.torque += who.inertia * 0.002 * (Math.random() - 0.5)
}
}
} else {
Matter.Composite.remove(engine.world, this);

View File

@@ -2829,8 +2829,8 @@ const m = {
if (inPlayer.length > 0) {
for (let i = 0; i < inPlayer.length; i++) {
if (m.energy > 0) {
if (inPlayer[i].isUnblockable) m.energy -= 0.003;
if (inPlayer[i].shield) m.energy -= 0.014;
if (!inPlayer[i].isUnblockable) m.energy -= 0.004;
if (inPlayer[i].shield) m.energy -= 0.012;
}
}
}
@@ -3333,7 +3333,7 @@ const m = {
}
}
}
if (tech.isWormBullets) {
if (tech.isWormHoleBullets) {
//teleport bullets
for (let i = 0, len = bullet.length; i < len; ++i) { //teleport bullets from hole1 to hole2
if (!bullet[i].botType && !bullet[i].isInHole) { //don't teleport bots

View File

@@ -117,7 +117,6 @@ const powerUps = {
}
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
lastTechIndex: null,
do() {},
setDupChance() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
@@ -249,8 +248,6 @@ const powerUps = {
m.setField(index)
} else if (type === "tech") {
// if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false
powerUps.tech.banishList
setTimeout(() => { powerUps.lastTechIndex = index }, 10);
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
tech.giveTech(index)
}
@@ -873,7 +870,6 @@ const powerUps = {
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
// powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
// console.log(optionLengthNoDuplicates, options.length)
powerUps.tech.banishList = []
if (options.length > 0) {
for (let i = 0; i < totalChoices; i++) {
if (options.length < 1) break
@@ -924,10 +920,19 @@ const powerUps = {
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
if (i !== m.fieldMode) fieldOptions.push(i);
}
const pick = options[Math.floor(Math.seededRandom(0, fieldOptions.length))] //pick an element from the array of options
const pick = fieldOptions[Math.floor(Math.seededRandom(0, fieldOptions.length))] //pick an element from the array of options
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${pick})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[pick].name}</div> ${m.fieldUpgrades[pick].description}</div>`
}
}
if (tech.isMicroTransactions && powerUps.research.count > 0) {
const skins = [] //find skins
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isSkin) skins.push(i)
}
const choose = skins[Math.floor(Math.seededRandom(0, skins.length))] //pick an element from the array of options
text += `<div class="choose-grid-module" onclick="tech.giveTech(${choose});powerUps.research.changeRerolls(-1);powerUps.endDraft('tech');powerUps.tech.effect();"><div class="grid-title"><div class="circle-grid research"></div> <span style = 'font-size:90%; font-weight: 100; letter-spacing: -1.5px;'>microtransaction:</span> ${tech.tech[choose].name}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
}
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
tech.isBrainstormActive = true
let count = 0

View File

@@ -50,9 +50,13 @@ const spawn = {
if (tech.isQuantumEraser && tech.quantumEraserCount > 0) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isDropPowerUp && mob[i].alive) { //&& !mob[i].isBoss
tech.isQuantumEraserDuplication = true
mob[i].death()
tech.isQuantumEraserDuplication = false
if (mob[i].isFinalBoss) {
mob[i].health = 0.66
} else {
tech.isQuantumEraserDuplication = true
mob[i].death()
tech.isQuantumEraserDuplication = false
}
//graphics
const color = 'rgba(255,255,255, 0.8)'
@@ -4123,6 +4127,7 @@ const spawn = {
this.seePlayer.recall &&
this.cd < simulation.cycle &&
this.distanceToPlayer2() < seeDistance2 &&
!m.isCloak &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
) {

View File

@@ -134,6 +134,7 @@ const tech = {
tech.giveTech(name)
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${name}</span>")<em>`);
},
giveTech(index = 'random') {
if (index === 'random') {
let options = [];
@@ -255,7 +256,7 @@ const tech = {
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication)
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication)
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
@@ -2985,15 +2986,15 @@ const tech = {
},
{
name: "cross disciplinary",
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong>",
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong><br><strong>+5%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isDeterminism
return !tech.isDeterminism && tech.duplicationChance() < 1
},
requires: "not determinism",
requires: "below 100% duplication chance not determinism",
effect: () => {
tech.isExtraGunField = true;
},
@@ -3360,9 +3361,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1 && !tech.isSuperDeterminism
return tech.duplicationChance() < 1.11 && !tech.isSuperDeterminism
},
requires: "below 100% duplication chance, not superdeterminism",
requires: "below 111% duplication chance, not superdeterminism",
effect() {
tech.isCancelDuplication = true //search for tech.cancelCount to balance
powerUps.setDupChance(); //needed after adjusting duplication chance
@@ -3380,9 +3381,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1
return tech.duplicationChance() < 1.11
},
requires: "below 100% duplication chance",
requires: "below 111% duplication chance",
effect() {
tech.duplicateChance += 0.1
powerUps.setDupChance(); //needed after adjusting duplication chance
@@ -3407,9 +3408,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1
return tech.duplicationChance() < 1.11
},
requires: "below 100% duplication chance",
requires: "below 111% duplication chance",
effect: () => {
tech.isStimulatedEmission = true
powerUps.setDupChance(); //needed after adjusting duplication chance
@@ -3428,9 +3429,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1
return tech.duplicationChance() < 1.11
},
requires: "below 100% duplication chance",
requires: "below 111% duplication chance",
effect: () => {
tech.isPowerUpsVanish = true
powerUps.setDupChance(); //needed after adjusting duplication chance
@@ -4422,7 +4423,7 @@ const tech = {
//
{
name: "phase velocity",
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br><strong>+20%</strong> matter wave <strong class='color-d'>damage</strong>",
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br><strong>+40%</strong> matter wave <strong class='color-d'>damage</strong>",
// description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
isGunTech: true,
maxCount: 1,
@@ -4518,8 +4519,8 @@ const tech = {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") {
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 9
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 9);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 10
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 10);
simulation.updateGunHUD();
break
}
@@ -4532,7 +4533,7 @@ const tech = {
tech.isLongitudinal = false;
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 9);
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 10);
simulation.updateGunHUD();
break
}
@@ -4550,7 +4551,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLongitudinal
return tech.isLongitudinal && tech.haveGunCheck("matter wave")
},
requires: "matter wave, phonon",
effect() {
@@ -4572,6 +4573,25 @@ const tech = {
}
}
},
{
name: "resonance",
description: "after a <strong class='color-block'>block</strong> gets vibrated by a <strong>phonon</strong><br>there is a chance it's <strong>flung</strong> at nearby mobs",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLongitudinal && tech.haveGunCheck("matter wave")
},
requires: "matter wave, phonon",
effect() {
tech.isPhononBlock = true
},
remove() {
tech.isPhononBlock = false
}
},
{
name: "cruise missile",
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>50%</strong> <strong>missiles</strong> speed",
@@ -7428,7 +7448,7 @@ const tech = {
},
{
name: "geodesics",
description: `your <strong>projectiles</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(2)}`,
description: `your <strong>projectiles</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(4)}`,
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -7439,18 +7459,16 @@ const tech = {
},
requires: "wormhole",
effect() {
tech.isWormBullets = true
for (let i = 0; i < 2; i++) {
powerUps.spawn(m.pos.x, m.pos.y, "gun");
powerUps.spawn(m.pos.x, m.pos.y, "ammo");
}
tech.isWormHoleBullets = true
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 200 * (Math.random() - 0.5), m.pos.y + 200 * (Math.random() - 0.5), "gun");
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 200 * (Math.random() - 0.5), m.pos.y + 200 * (Math.random() - 0.5), "ammo");
},
remove() {
if (tech.isWormBullets) {
if (tech.isWormHoleBullets) {
for (let i = 0; i < 2; i++) {
if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
}
tech.isWormBullets = false;
tech.isWormHoleBullets = false;
}
}
},
@@ -8564,44 +8582,6 @@ const tech = {
},
remove() {}
},
{
name: "posture",
description: "stand a bit taller",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
m.yOffWhen.stand = 70
},
remove() {
m.yOffWhen.stand = 49
}
},
{
name: "rhythm",
description: "you oscillate up and down",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
setInterval(() => {
m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
}, 100);
},
remove() {}
},
{
name: "spinor",
description: "the direction you aim is determined by your position",
@@ -8798,21 +8778,6 @@ const tech = {
},
remove() {}
},
{
name: "transparency",
description: "become invisible to yourself<br><em>mobs can still see you</em>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
m.draw = () => {}
},
remove() {}
},
{
name: "quantum leap",
description: "become an <strong class='alt'>alternate</strong> version of yourself<br>every <strong>20</strong> seconds",
@@ -8950,24 +8915,6 @@ const tech = {
},
remove() {}
},
{
name: "ship",
description: "fly around with no legs<br>reduce combat <strong>difficulty</strong> by <strong>1 level</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
},
requires: "",
effect() {
m.shipMode()
level.difficultyDecrease(simulation.difficultyMode)
},
remove() {}
},
// {
// name: "lubrication",
// description: "reduce block density and friction for this level",
@@ -9258,11 +9205,10 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
allowed() { return !m.isShipMode },
requires: "",
effect() {
m.draw = function() {
@@ -9303,11 +9249,10 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
allowed() { return !m.isShipMode },
requires: "",
effect() {
m.draw = function() {
@@ -9343,6 +9288,7 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() {
@@ -9418,12 +9364,69 @@ const tech = {
},
remove() {}
},
{
name: "transparency",
description: "become invisible to yourself<br><em>mobs can still see you</em>",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
m.draw = () => {}
},
remove() {}
},
{
name: "posture",
description: "stand a bit taller",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
m.yOffWhen.stand = 70
},
remove() {
m.yOffWhen.stand = 49
}
},
{
name: "rhythm",
description: "you oscillate up and down",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isJunk: true,
isNonRefundable: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
setInterval(() => {
m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
}, 100);
},
remove() {}
},
{
name: "pareidolia",
description: "don't",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() {
@@ -9492,6 +9495,7 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
@@ -9509,6 +9513,40 @@ const tech = {
},
remove() {}
},
{
name: "microtransactions",
description: `when you choose a <strong class='color-m'>tech</strong> you can<br>use ${powerUps.orb.research(1)} to buy a free in game <strong>skin</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
tech.isMicroTransactions = true
},
remove() {
tech.isMicroTransactions = false
}
},
{
name: "ship",
description: "fly around with no legs<br>reduce combat <strong>difficulty</strong> by <strong>1 level</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
},
requires: "",
effect() {
m.shipMode()
level.difficultyDecrease(simulation.difficultyMode)
},
remove() {}
},
{
name: "assimilation",
description: "all your <strong class='color-bot'>bots</strong> are converted to the <strong>same</strong> random model",
@@ -10213,7 +10251,7 @@ const tech = {
isNailCrit: null,
isFlechetteExplode: null,
isWormholeWorms: null,
isWormBullets: null,
isWormHoleBullets: null,
isWideLaser: null,
wideLaser: null,
isPulseLaser: null,
@@ -10389,5 +10427,7 @@ const tech = {
isCritKill: null,
isQuantumEraser: null,
isQuantumEraserDuplication: null,
quantumEraserCount: null
quantumEraserCount: null,
isPhononBlock: null,
isMicroTransactions: null
}

View File

@@ -1,31 +1,27 @@
******************************************************** NEXT PATCH **************************************************
tech: quantum eraser - for each mob left alive after you exit a level
kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy
incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
all bosses spawn fewer numbers
spawning all 4 bosses spawns much fewer numbers
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again
JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech
bug fixes
loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
*********************************************************** TODO *****************************************************
Tech: Resonant Frequency
Whenever a block gets vibrated by phonon, it has a chance to split and flywheel towards mobs
make buying skins from microtransactions have a lasting effect with a local storage list
add a dropdown menu to choose in settings
maybe just one at a time
JUNK tech: doctorate
You don't need an explanation of techs! Just look at the title and your scientific knowledge should come into place
Remove all tech descriptions
JUNK tech micro transactions
all tech selection menus include the option to buy skins for 1 research
improve mob invincible graphic
opacity oscillates from 100% to 0%?
make different from stun
hopBossMom
spawns lots of small hopBullets