borders for no image selection menu

mob damage difficulty setting is lower
recycling now flashes green when it heals

merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode

new images with midJourney V5
  spores, pilot wave, standing wave

bug fixes
This commit is contained in:
landgreen
2023-03-22 18:03:05 -07:00
parent be109bbb91
commit e2bf9aae66
17 changed files with 16835 additions and 15724 deletions

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@@ -106,6 +106,7 @@
<option value="staircase"> <option value="staircase">
<option value="perplex"> <option value="perplex">
<option value="n-gon"> <option value="n-gon">
<option value="buttonbutton">
<option value="vats"> <option value="vats">
<option value="yingYang"> <option value="yingYang">
<option value="basement"> <option value="basement">

View File

@@ -3750,8 +3750,8 @@ const b = {
bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false)); bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false));
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity); Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setDensity(bullet[me], 0.0008 + 0.0006 * tech.isSuperHarm); Matter.Body.setDensity(bullet[me], 0.0007 + 0.00055 * tech.isSuperHarm);
bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random()); bullet[me].endCycle = simulation.cycle + Math.floor(270 + 90 * Math.random());
bullet[me].minDmgSpeed = 0; bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1; bullet[me].restitution = 1;
bullet[me].frictionAir = 0; bullet[me].frictionAir = 0;
@@ -3854,7 +3854,7 @@ const b = {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
} }
} }
const radius = (11 + 10 * tech.oneSuperBall) * tech.bulletSize const radius = (11 + 9 * tech.oneSuperBall) * tech.bulletSize
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
if (targets.length > 0) { // aim near a random target in array if (targets.length > 0) { // aim near a random target in array
const index = Math.floor(Math.random() * targets.length) const index = Math.floor(Math.random() * targets.length)
@@ -5032,7 +5032,6 @@ const b = {
const dir = m.angle; const dir = m.angle;
const RADIUS = (14 + 6 * Math.random()) const RADIUS = (14 + 6 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, { bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
// isUpgraded: tech.isLaserBotUpgrade,
botType: "laser", botType: "laser",
angle: dir, angle: dir,
friction: 0, friction: 0,
@@ -5049,9 +5048,9 @@ const b = {
minDmgSpeed: 2, minDmgSpeed: 2,
lookFrequency: 20 + Math.floor(7 * Math.random()) - 13 * tech.isLaserBotUpgrade, lookFrequency: 20 + Math.floor(7 * Math.random()) - 13 * tech.isLaserBotUpgrade,
range: (700 + 500 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()), range: (700 + 500 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4, drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,// laser bot will not attack if the player is below this energy
drain: (0.5 - 0.44 * tech.isLaserBotUpgrade) * tech.laserDrain, drain: (0.52 - 0.44 * tech.isLaserBotUpgrade) * tech.laserDrain,
laserDamage: 0.85 + 0.8 * tech.isLaserBotUpgrade, laserDamage: 0.82 + 0.8 * tech.isLaserBotUpgrade,
endCycle: Infinity, endCycle: Infinity,
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {

View File

@@ -287,18 +287,18 @@ const build = {
localSettings.isHideImages = !localSettings.isHideImages localSettings.isHideImages = !localSettings.isHideImages
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
if (from === 'experiment') { if (from === 'experiment') {
// build.startExperiment()
// openExperimentMenu()
build.reset(); build.reset();
// build.populateGrid();
// build.choosePowerUp(null, 'none')
} else if (from === 'pause') { } else if (from === 'pause') {
build.unPauseGrid() build.unPauseGrid()
build.pauseGrid() //redraw pause text with images build.pauseGrid() //redraw pause text with images
} else { //settings
//nothing needs to be here I think
} }
if (localSettings.isHideImages) {
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
document.getElementById("choose-grid").classList.remove('choose-grid');
} else {
document.getElementById("choose-grid").classList.add('choose-grid');
document.getElementById("choose-grid").classList.remove('choose-grid-no-images');
}
document.getElementById("hide-images").checked = localSettings.isHideImages document.getElementById("hide-images").checked = localSettings.isHideImages
// console.log(localSettings.isHideImages, from) // console.log(localSettings.isHideImages, from)
}, },
@@ -1310,7 +1310,7 @@ window.addEventListener("keydown", function(event) {
break break
case "b": case "b":
tech.isRerollDamage = true tech.isRerollDamage = true
powerUps.research.changeRerolls(100000) powerUps.research.changeRerolls(1000000)
break break
case "r": case "r":
m.resetHistory(); m.resetHistory();
@@ -1681,6 +1681,9 @@ if (!localSettings.isHideImages) {
} }
// console.log(urls, images) // console.log(urls, images)
}); });
document.getElementById("choose-grid").classList.add('choose-grid');
} else {
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
} }

File diff suppressed because it is too large Load Diff

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@@ -2,15 +2,7 @@ const lore = {
techCount: 0, techCount: 0,
techGoal: 7, techGoal: 7,
setTechGoal() { setTechGoal() {
if (simulation.difficultyMode === 1) { this.techGoal = Math.max(1, Math.floor(8 - 1.5 * simulation.difficultyMode))
this.techGoal = 8
} else if (simulation.difficultyMode === 2) {
this.techGoal = 5
} else if (simulation.difficultyMode === 4) {
this.techGoal = 2
} else if (simulation.difficultyMode === 6) {
this.techGoal = 1
}
}, },
talkingColor: "#dff", //set color of graphic on level.null talkingColor: "#dff", //set color of graphic on level.null
isSpeech: false, isSpeech: false,

View File

@@ -1895,13 +1895,15 @@ const m = {
}, },
setFieldRegen() { setFieldRegen() {
if (m.fieldMode === 6) { if (m.fieldMode === 6) {
m.fieldRegen = 0.002333 //14 energy per second m.fieldRegen = 0.002 //12 energy per second for time dilation
} else if (m.fieldMode === 2) { } else if (m.fieldMode === 2) {
m.fieldRegen = 0.000833 //5 energy per second m.fieldRegen = 0.000833 //5 energy per second perfect dia
} else if (m.fieldMode === 4) { } else if (m.fieldMode === 4) {
m.fieldRegen = 0.002 //12 energy per second m.fieldRegen = 0.002 //12 energy per second molecular assembler
} else if (m.fieldMode === 5) { } else if (m.fieldMode === 5) {
m.fieldRegen = 0.001667 //10 energy per second m.fieldRegen = 0.001667 //10 energy per second plasma torch
} else if (m.fieldMode === 8) {
m.fieldRegen = 0.001667 //10 energy per second pilot wave
} else { } else {
m.fieldRegen = 0.001 //6 energy per second m.fieldRegen = 0.001 //6 energy per second
} }
@@ -3608,7 +3610,7 @@ const m = {
}, },
{ {
name: "time dilation", name: "time dilation",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+20%</strong> movement and <strong><em>fire rate</em></strong><br>generate <strong>14</strong> <strong class='color-f'>energy</strong> per second", description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+20%</strong> movement and <strong><em>fire rate</em></strong><br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second",
set() { set() {
// m.fieldMeterColor = "#0fc" // m.fieldMeterColor = "#0fc"
// m.fieldMeterColor = "#ff0" // m.fieldMeterColor = "#ff0"
@@ -4075,7 +4077,7 @@ const m = {
//<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs //<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs
//field <strong>radius</strong> decreases out of <strong>line of sight</strong> //field <strong>radius</strong> decreases out of <strong>line of sight</strong>
//<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong> //<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong>
description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> <strong>choice</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> <strong>choice</strong><br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
effect: () => { effect: () => {
m.fieldMeterColor = "#333" m.fieldMeterColor = "#333"
m.eyeFillColor = m.fieldMeterColor m.eyeFillColor = m.fieldMeterColor
@@ -4609,6 +4611,40 @@ const m = {
} }
} }
} }
// if (true && m.energy > 0.5) { //teleport away low mass mobs
// // && !(m.cycle % 1)
// const hit = Matter.Query.region(mob, {
// min: {
// x: m.pos.x - 80,
// y: m.pos.y - 80
// },
// max: {
// x: m.pos.x + 80,
// y: m.pos.y + 160
// }
// })
// // find incoming mob with low mass
// for (let i = 0; i < hit.length; i++) {
// if (hit[i].mass < 4 && m.energy > hit[i].mass * 0.06) {
// //is the mob moving towards the player?
// // console.log('found one', hit[i].mass)
// const unit = Vector.normalise(hit[i].velocity)
// const jump = Vector.mult(unit, 200)
// const where = Vector.add(hit[i].position, jump)
// if (Matter.Query.ray(map, hit[i].position, where).length === 0) { // check if space 180 from mob is clear of body and map
// // m.energy -= hit[i].mass * 0.06
// // m.fieldCDcycle = m.cycle + 30;
// simulation.drawList.push({ x: hit[i].position.x, y: hit[i].position.y, radius: 20, color: "#fff", time: 16 });
// Matter.Body.setPosition(hit[i], where);
// simulation.drawList.push({ x: hit[i].position.x, y: hit[i].position.y, radius: 20, color: "#fff", time: 16 });
// }
// // break
// }
// }
// }
} }
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed // if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
// const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame) // const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)

View File

@@ -639,6 +639,8 @@ const powerUps = {
} }
}, },
cancelText(type) { cancelText(type) {
// if (localSettings.isHideImages) { }
if (tech.isSuperDeterminism) { if (tech.isSuperDeterminism) {
return `<div></div>` return `<div></div>`
} else if (tech.isCancelTech) { } else if (tech.isCancelTech) {
@@ -655,7 +657,9 @@ const powerUps = {
text += `<div onclick="powerUps.research.use('${type}')" class='research-card'>` // style = "margin-left: 192px; margin-right: -192px;" text += `<div onclick="powerUps.research.use('${type}')" class='research-card'>` // style = "margin-left: 192px; margin-right: -192px;"
tech.junkResearchNumber = Math.ceil(4 * Math.random()) tech.junkResearchNumber = Math.ceil(4 * Math.random())
text += `<div><div> <span style="position:relative;">` text += `<div><div> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>` for (let i = 0; i < tech.junkResearchNumber; i++) {
text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15 * i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>`
}
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div></div>` text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div></div>`
} else if (powerUps.research.count > 0) { } else if (powerUps.research.count > 0) {
text += `<div onclick="powerUps.research.use('${type}')" class='research-card' >` // style = "margin-left: 192px; margin-right: -192px;" text += `<div onclick="powerUps.research.use('${type}')" class='research-card' >` // style = "margin-left: 192px; margin-right: -192px;"
@@ -667,6 +671,40 @@ const powerUps = {
} }
return text return text
}, },
researchAndCancelText(type) {
let text = `<div class='research-cancel'>`
if (type === "entanglement") {
text += `<span class='research-card entanglement flipX' style="width: 275px;"><span style="letter-spacing: 6px;">entanglement</span></span>` //&zwnj;
} else if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
text += `<span onclick="powerUps.research.use('${type}')" class='research-card' style="width: 275px;float: left;">` // style = "margin-left: 192px; margin-right: -192px;"
tech.junkResearchNumber = Math.ceil(4 * Math.random())
text += `<div><div><span style="position:relative;">`
for (let i = 0, len = tech.junkResearchNumber; i < len; i++) {
text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15 * i}px ;opacity:0.8; border: 1px #fff solid;width: 1.15em;height: 1.15em;"></div>`
}
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></span>`
} else if (powerUps.research.count > 0) {
text += `<span onclick="powerUps.research.use('${type}')" class='research-card' style="width: 275px;float: left;">` // style = "margin-left: 192px; margin-right: -192px;"
text += `<div><div><span style="position:relative;">`
let researchCap = 18
if (tech.isCancelTech) researchCap -= 2
if (canvas.width < 1951) researchCap -= 3
if (canvas.width < 1711) researchCap -= 4
for (let i = 0, len = Math.min(powerUps.research.count, researchCap); i < len; i++) {
text += `<div class="circle-grid research" style="font-size:0.82em; position:absolute; top:0; left:${(18 - len * 0.21) * i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
}
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></span>`
} else {
text += `<span class='research-card' style="width: 275px;float: right; background-color: #bbb;">research</span>` //&zwnj;
}
if (tech.isCancelTech) {
text += `<span class='cancel-card' onclick='powerUps.endDraft("${type}",true)' style="width: 115px;float: right;font-size:0.9em;padding-top:5px">randomize</span>`
} else {
text += `<span class='cancel-card' onclick='powerUps.endDraft("${type}",true)' style="width: 95px;float: right;">cancel</span>`
}
return text + "</div>"
},
buildColumns(totalChoices, type) { buildColumns(totalChoices, type) {
let width let width
if (canvas.width < 1710) { if (canvas.width < 1710) {
@@ -676,18 +714,17 @@ const powerUps = {
} else { } else {
width = "384px" width = "384px"
} }
// if (canvas.width < 1500) {
// width = "340px"
// } else if (canvas.width < 1950) {
// width = "360px"
// } else {
// width = "384px"
// }
let text = "" let text = ""
if (totalChoices === 1 || localSettings.isHideImages || canvas.width < 1200) { if (localSettings.isHideImages) {
document.getElementById("choose-grid").style.gridTemplateColumns = width document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.cancelText(type) text += powerUps.researchAndCancelText(type)
text += powerUps.researchText(type) } else if (totalChoices === 1 || canvas.width < 1200) {
document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.researchAndCancelText(type)
// console.log('hi')
// text += powerUps.cancelText(type)
// text += powerUps.researchText(type)
} else if (totalChoices === 2) { } else if (totalChoices === 2) {
document.getElementById("choose-grid").style.gridTemplateColumns = `repeat(2, ${width})` document.getElementById("choose-grid").style.gridTemplateColumns = `repeat(2, ${width})`
text += powerUps.researchText(type) text += powerUps.researchText(type)

View File

@@ -1137,31 +1137,16 @@ const simulation = {
// }, // },
checks() { checks() {
if (!(m.cycle % 15)) { //4 times a second if (!(m.cycle % 15)) { //4 times a second
//update defense bar const defense = m.defense() //update defense bar
const defense = m.defense()
if (m.lastCalculatedDefense !== defense) { if (m.lastCalculatedDefense !== defense) {
document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px"; document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
// if (m.lastCalculatedDefense === 1) document.getElementById("defense-bar").style.display = "inline"
// if (defense === 1) document.getElementById("defense-bar").style.display = "none"
// Math.pow(m.defense(), 0.13)
m.lastCalculatedDefense = defense m.lastCalculatedDefense = defense
// console.log(defense)
} }
const damage = tech.damageFromTech() //update damage bar
//update damage bar
const damage = tech.damageFromTech()
if (m.lastCalculatedDamage !== damage) { if (m.lastCalculatedDamage !== damage) {
canvas.width document.getElementById("damage-bar").style.height = Math.floor(Math.atan(0.25 * damage - 0.25) / 1.65 * canvas.height) + "px";
// document.getElementById("damage-bar").style.width = Math.floor(Math.atan(damage - 1) / 6.28 * canvas.width) + "px";
document.getElementById("damage-bar").style.height = Math.floor(Math.atan(damage - 1) / 3.14 * canvas.height) + "px";
m.lastCalculatedDamage = damage m.lastCalculatedDamage = damage
console.log(damage)
} }
} }
if (!(m.cycle % 60)) { //once a second if (!(m.cycle % 60)) { //once a second
//energy overfill //energy overfill
@@ -1211,7 +1196,17 @@ const simulation = {
if (isNaN(player.position.x)) m.death(); if (isNaN(player.position.x)) m.death();
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05 if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05
if (tech.isHealthRecovery) m.addHealth(0.005 * m.maxHealth) if (tech.isHealthRecovery) {
const heal = 0.005 * m.maxHealth
m.addHealth(heal)
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: Math.sqrt(heal) * 150,
color: "rgba(0,255,200,0.6)",
time: 8
});
}
} }
if (!(m.cycle % 420)) { //once every 7 seconds if (!(m.cycle % 420)) { //once every 7 seconds

View File

@@ -242,7 +242,7 @@ const tech = {
if (tech.isDamageForGuns) dmg *= 1 + 0.22 * Math.max(0, b.inventory.length - 1) if (tech.isDamageForGuns) dmg *= 1 + 0.22 * Math.max(0, b.inventory.length - 1)
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25 if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
if (tech.isAcidDmg && m.health > 1) dmg *= 1.35; if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
if (tech.isRerollDamage) dmg *= 1 + 0.03 * powerUps.research.count if (tech.isRerollDamage) dmg *= 1 + Math.max(0, 0.03 * powerUps.research.count)
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots() if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy) if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
@@ -3699,7 +3699,7 @@ const tech = {
{ {
name: "field coupling", name: "field coupling",
descriptionFunction() { descriptionFunction() {
return `spawn ${powerUps.orb.coupling(10)}<br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}` return `spawn ${powerUps.orb.coupling(10)}<br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
maxCount: 9, maxCount: 9,
count: 0, count: 0,
@@ -3730,7 +3730,7 @@ const tech = {
} else { } else {
orbText = powerUps.orb.coupling(converted) orbText = powerUps.orb.coupling(converted)
} }
return `use all your ${powerUps.orb.research(1)} to spawn <strong>${orbText}</strong><br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}` return `use all your ${powerUps.orb.research(1)} to spawn <strong>${orbText}</strong><br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>`//<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3775,7 +3775,7 @@ const tech = {
{ {
name: "virtual particles", name: "virtual particles",
descriptionFunction() { descriptionFunction() {
return `after mobs <strong>die</strong> they have a <strong>17%</strong> chance to<br>spawn ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}` return `after mobs <strong>die</strong> they have a <strong>17%</strong> chance to<br>spawn ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3793,7 +3793,7 @@ const tech = {
{ {
name: "fine-structure constant", name: "fine-structure constant",
descriptionFunction() { descriptionFunction() {
return `spawn ${this.value} ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br><strong>-0.5</strong> <strong class='color-coupling'>coupling</strong> after mob <strong>collisions</strong><br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}` return `spawn ${this.value} ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br><strong>-0.5</strong> <strong class='color-coupling'>coupling</strong> after mob <strong>collisions</strong>`//<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3817,7 +3817,7 @@ const tech = {
{ {
name: "residual dipolar coupling", name: "residual dipolar coupling",
descriptionFunction() { descriptionFunction() {
return `clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns ${powerUps.orb.coupling(5)}that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}` return `clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns ${powerUps.orb.coupling(5)}that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>`//<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -7234,7 +7234,7 @@ const tech = {
{ {
name: "triple point", name: "triple point",
descriptionFunction() { descriptionFunction() {
return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze effect<br>spawn ${powerUps.orb.coupling(10)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}` return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze effect<br>spawn ${powerUps.orb.coupling(10)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
isFieldTech: true, isFieldTech: true,
maxCount: 3, maxCount: 3,

View File

@@ -161,7 +161,7 @@ summary {
height: 100%; height: 100%;
} }
#choose-grid { .choose-grid {
position: absolute; position: absolute;
top: 50%; top: 50%;
left: 50%; left: 50%;
@@ -180,9 +180,34 @@ summary {
transition: opacity 0.25s linear; transition: opacity 0.25s linear;
overflow: auto; overflow: auto;
-ms-overflow-style: none; -ms-overflow-style: none;
/* IE and Edge */
scrollbar-width: none; scrollbar-width: none;
/* Firefox */ }
.choose-grid-no-images {
border-radius: 12px;
border: 10px solid #444;
gap: 10px;
background-color: #444;
/* padding: 10px 1px; */
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
margin: 0px;
z-index: 12;
max-height: 99vh;
font-size: 1.3em;
display: grid;
grid-template-columns: 384px;
align-items: stretch;
visibility: hidden;
opacity: 0;
transition: opacity 0.25s linear;
overflow: auto;
-ms-overflow-style: none;
scrollbar-width: none;
} }
#choose-grid::-webkit-scrollbar { #choose-grid::-webkit-scrollbar {
@@ -356,6 +381,7 @@ summary {
margin-right: -1px; margin-right: -1px;
font-size: 0.92em; font-size: 0.92em;
min-height: 88px; min-height: 88px;
/* border-radius: 5px; */
} }
.cancel-card { .cancel-card {
@@ -390,19 +416,31 @@ summary {
background-color: var(--hover-card-color); background-color: var(--hover-card-color);
} }
.research-cancel {
display: flex;
gap: 10px;
line-height: 160%;
/* background-color: var(--card-color); */
font-size: 1em;
}
/* keeps 5 columns at 1440px */ /* keeps 5 columns at 1440px */
@media (min-width: 1710px) and (max-width: 1950px) { @media (min-width: 1710px) and (max-width: 1950px) {
.experiment-grid-module, .experiment-grid-module,
.choose-grid-module, .choose-grid-module,
.pause-grid-module { .pause-grid-module,
.research-cancel {
line-height: 143%; line-height: 143%;
font-size: 0.68em; font-size: 0.68em;
} }
.research-cancel {
font-size: 0.9em;
}
#experiment-grid, #experiment-grid,
#choose-grid, .choose-grid,
.pause-grid { .pause-grid {
grid-template-columns: repeat(auto-fit, 340px); grid-template-columns: repeat(auto-fit, 340px);
} }
@@ -426,8 +464,12 @@ summary {
font-size: 0.58em; font-size: 0.58em;
} }
.research-cancel {
font-size: 0.8em;
}
#experiment-grid, #experiment-grid,
#choose-grid, .choose-grid,
.pause-grid { .pause-grid {
grid-template-columns: repeat(auto-fit, 285px); grid-template-columns: repeat(auto-fit, 285px);
} }
@@ -564,7 +606,7 @@ summary {
right: 4px; right: 4px;
height: 0px; height: 0px;
width: 7px; width: 7px;
transition: height 0.15s linear; transition: height 0.25s linear;
opacity: 1; opacity: 1;
z-index: 2; z-index: 2;
pointer-events: none; pointer-events: none;
@@ -580,7 +622,7 @@ summary {
left: 15px; left: 15px;
height: 7px; height: 7px;
width: 0px; width: 0px;
transition: width 0.3s linear; transition: width 0.25s linear;
opacity: 1; opacity: 1;
z-index: 2; z-index: 2;
pointer-events: none; pointer-events: none;
@@ -588,18 +630,21 @@ summary {
border-right: 1.5px solid #777; border-right: 1.5px solid #777;
display: none; display: none;
} }
#health { #health {
position: absolute; position: absolute;
top: 15px; top: 15px;
left: 15px; left: 15px;
height: 20px; height: 20px;
width: 0px; width: 0px;
transition: width 1s ease-out; z-index: 2; transition: width 1s ease-out;
z-index: 2;
pointer-events: none; pointer-events: none;
background-color: rgb(9, 245, 166); background-color: rgb(9, 245, 166);
border-right: 2px solid rgb(51, 162, 125); border-right: 2px solid rgb(51, 162, 125);
display: none; display: none;
} }
#health-bg { #health-bg {
position: absolute; position: absolute;
top: 15px; top: 15px;

View File

@@ -1,13 +1,23 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
added defense bar to HUD mob damage difficulty setting is lower
new community map commandeer by Desboot recycling now flashes green when it heals
merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode
new images with midJourney V5
spores, pilot wave, standing wave
bug fixes bug fixes
*********************************************************** TODO ***************************************************** *********************************************************** TODO *****************************************************
switch to prettier formatter or remove beautify wormhole tech - teleport away mobs with mass below 3 when they get too near the player
short CD, small energy cost, only mobs below a mass
foam gun could have a knock back effect
maybe with pressure vessel?
extend brainstorming animation timers to fps cap? extend brainstorming animation timers to fps cap?
will it be smoother or choppier? will it be smoother or choppier?
@@ -22,59 +32,12 @@ level element - mover, transport
extend uncertainty to superballs extend uncertainty to superballs
maybe make aiming them more random? maybe make aiming them more random?
live updating defense and damage HUD?
makes more sense for defense
for damage many effects only apply to one type of damage so it would show up
update frequency
per s
every cycle? (only if canvas)
don't include difficulty effects
draw in canvas or html?
add border for readability
a number
bars
horizontal
vertical
circles
defense
color: grey, white
scales from 0-1
wrapped around health bar like armor
what about mass-energy which has no health bar
at defense = 1 outlines health bar fully
health bar
color: keep red (green?)
red is the same as mob health bars
damage
color: red if not used for health
scales from 1-infinity maps to 0->1
1-1/(1+damage)
diagetic UI Elements
ammo number?
doesn't text look choppy when camera moves?
health bar could be rendered similarly to energy bar
what about 2 bezier curves on left and right of player head that looks like 1/3 circleRadiusScale
rotate the curves as the head rotates
what about 2 bezier both above player
as the total energy and health increases the curses could asymptotically approach a maximum length as max energy/health goes to infinity
foam gun could have a knock back effect
maybe with pressure vessel?
perfect diamagnatism could bounce on mobs, or even map elements? perfect diamagnatism could bounce on mobs, or even map elements?
could work like a rocket jump? could work like a rocket jump?
field tech: negative mass, wormhole?
tech: do 60% damage when not touching ground
tech: 50% defense when not touching ground
Tech: Von Neuman probes - Drones will consume blocks to replicate themselves Tech: Von Neuman probes - Drones will consume blocks to replicate themselves
it's a little too similar to the drone repair tech, but I kinda like it better. drones that eat blocks and spit out more drones is cool it's a little too similar to the drone repair tech, but I kinda like it better. drones that eat blocks and spit out more drones is cool
when gaining ammo have the ammo test quickly count up by Math.floor(1/20x) of the total ammo given
maybe bold, flash the text for a second after
tech: parry - immune to harm for 0.25-0.5 seconds after pressing field button tech: parry - immune to harm for 0.25-0.5 seconds after pressing field button
needs a 5 second CD? needs a 5 second CD?
@@ -95,7 +58,6 @@ tech - after standing wave runs out of energy from blocking, gain a buff
aoe damage like railgun aoe damage like railgun
push mobs away push mobs away
level: lock level: lock
should there be something in the top part of the map? should there be something in the top part of the map?
add alt versions of left and right sides add alt versions of left and right sides
@@ -1242,14 +1204,16 @@ if pause is pressed while selecting power ups, display pause menu on top of sele
metamaterial cloaking - Scientific photography by Miki Asai, by Bruce Munro metamaterial cloaking - Scientific photography by Miki Asai, by Bruce Munro
molecular assembler - by Laurie Greasley 16-bit Isometric molecular assembler - by Laurie Greasley 16-bit Isometric
wormhole - by Tim White wormhole - by Tim White
pilot wave -
nail gun - Screenprint nail gun - Screenprint
shotgun - blueprint by Dan McPharlin shotgun - blueprint by Dan McPharlin
grenades, missiles, explosions - by Victo Ngai grenades, missiles, explosions - by Victo Ngai
spores - by Ernst Haeckel spores - turquoise black spores on a white background full color scientific anatomy by Ernst Haeckel
drones - tilt-shift photography drones - tilt-shift photography
super balls - By Akari Toriyama super balls - By Akari Toriyama
wave - sound wave oscilloscope by Paul Catherall, concentric circles by Paul Catherall wave - sound wave oscilloscope by Paul Catherall, concentric circles by Paul Catherall
Barbara Takenaga's painting depicting a clean sound wave on aoscilloscope device --ar 3:2 --v 5
foam - black blobs Ink doodle foam - black blobs Ink doodle
harpoon - by Eiichiro Oda harpoon - by Eiichiro Oda
mine - by Dan McPharlin mine - by Dan McPharlin