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">

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@@ -14,7 +14,7 @@ Math.hash = s => {
document.getElementById("seed").placeholder = Math.initialSeed = String(Math.floor(Date.now() % 100000)) document.getElementById("seed").placeholder = Math.initialSeed = String(Math.floor(Date.now() % 100000))
Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
Math.seededRandom = function(min = 0, max = 1) { // in order to work 'Math.seed' must NOT be undefined Math.seededRandom = function (min = 0, max = 1) { // in order to work 'Math.seed' must NOT be undefined
Math.seed = (Math.seed * 9301 + 49297) % 233280; Math.seed = (Math.seed * 9301 + 49297) % 233280;
return min + Math.seed / 233280 * (max - min); return min + Math.seed / 233280 * (max - min);
} }
@@ -100,7 +100,7 @@ let color = { //light
//difficulty is 0 easy, 1 normal, 2 hard, 4 why //difficulty is 0 easy, 1 normal, 2 hard, 4 why
function getUrlVars() { function getUrlVars() {
let vars = {}; let vars = {};
window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m, k, v) { window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function (m, k, v) {
vars[k] = v; vars[k] = v;
}); });
return vars; return vars;
@@ -201,7 +201,7 @@ const ctx = canvas.getContext("2d");
document.body.style.backgroundColor = "#fff"; document.body.style.backgroundColor = "#fff";
//disable pop up menu on right click //disable pop up menu on right click
document.oncontextmenu = function() { document.oncontextmenu = function () {
return false; return false;
} }
@@ -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)
}, },
@@ -331,30 +331,30 @@ const build = {
</svg><span style="font-size:1.5em;font-weight: 600; float: right;">PAUSED</span> </svg><span style="font-size:1.5em;font-weight: 600; float: right;">PAUSED</span>
<br> <br>
<label for="hide-images-pause" title="hide images for fields, guns, and tech" style="font-size:1.3em;" >hide images:</label> <label for="hide-images-pause" title="hide images for fields, guns, and tech" style="font-size:1.3em;" >hide images:</label>
<input onclick="build.showImages('pause')" type="checkbox" id="hide-images-pause" name="hide-images-pause" ${localSettings.isHideImages? "checked": ""}> <input onclick="build.showImages('pause')" type="checkbox" id="hide-images-pause" name="hide-images-pause" ${localSettings.isHideImages ? "checked" : ""}>
<span style="float: right;">press ${input.key.pause} to resume</span> <span style="float: right;">press ${input.key.pause} to resume</span>
<br> <br>
<br><strong class='color-d'>damage</strong>: ${((tech.damageFromTech())).toPrecision(4)} &nbsp; &nbsp; difficulty: ${((m.dmgScale)).toPrecision(4)} <br><strong class='color-d'>damage</strong>: ${((tech.damageFromTech())).toPrecision(4)} &nbsp; &nbsp; difficulty: ${((m.dmgScale)).toPrecision(4)}
<br><strong class='color-defense'>defense</strong>: ${tech.isEnergyHealth ? (1-Math.pow(m.defense(), 0.13)).toPrecision(5) : (1-m.defense()).toPrecision(5) } &nbsp; &nbsp; difficulty: ${(1/simulation.dmgScale).toPrecision(4)} <br><strong class='color-defense'>defense</strong>: ${tech.isEnergyHealth ? (1 - Math.pow(m.defense(), 0.13)).toPrecision(5) : (1 - m.defense()).toPrecision(5)} &nbsp; &nbsp; difficulty: ${(1 / simulation.dmgScale).toPrecision(4)}
<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}% <br><strong><em>fire rate</em></strong>: ${((1 - b.fireCDscale) * 100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
${tech.duplicationChance() ? `<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%`: ""} ${tech.duplicationChance() ? `<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance() * 100).toFixed(0)}%` : ""}
${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} &nbsp; <span style = 'font-size:90%;'>`+m.couplingDescription()+"</span>": ""} ${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} &nbsp; <span style = 'font-size:90%;'>` + m.couplingDescription() + "</span>" : ""}
${botText} ${botText}
<br> <br>
<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) <br><strong class='color-h'>health</strong>: (${(m.health * 100).toFixed(0)} / ${(m.maxHealth * 100).toFixed(0)})
<span style="float: right;">mass: ${player.mass.toFixed(1)}</span> <span style="float: right;">mass: ${player.mass.toFixed(1)}</span>
<br><strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)}) +(${(m.fieldRegen*6000).toFixed(0)}/s) <br><strong class='color-f'>energy</strong>: (${(m.energy * 100).toFixed(0)} / ${(m.maxEnergy * 100).toFixed(0)}) + (${(m.fieldRegen * 6000).toFixed(0)}/s)
<span style="float: right;">position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)})</span> <span style="float: right;">position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)})</span>
<br><strong class='color-g'>gun</strong>: ${b.activeGun === null || b.activeGun === undefined ? "undefined":b.guns[b.activeGun].name} &nbsp; <strong class='color-g'>ammo</strong>: ${b.activeGun === null || b.activeGun === undefined ? "0":b.guns[b.activeGun].ammo} <br><strong class='color-g'>gun</strong>: ${b.activeGun === null || b.activeGun === undefined ? "undefined" : b.guns[b.activeGun].name} &nbsp; <strong class='color-g'>ammo</strong>: ${b.activeGun === null || b.activeGun === undefined ? "0" : b.guns[b.activeGun].ammo}
<span style="float: right;">mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})</span> <span style="float: right;">mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})</span>
<br><strong class='color-m'>tech</strong>: ${tech.totalCount} &nbsp; <strong class='color-r'>research</strong>: ${powerUps.research.count} <br><strong class='color-m'>tech</strong>: ${tech.totalCount} &nbsp; <strong class='color-r'>research</strong>: ${powerUps.research.count}
<span style="float: right;">velocity: (${player.velocity.x.toFixed(3)}, ${player.velocity.y.toFixed(3)})</span> <span style="float: right;">velocity: (${player.velocity.x.toFixed(3)}, ${player.velocity.y.toFixed(3)})</span>
${junkCount ? `<br><strong class='color-junk'>JUNK</strong>: ${(junkCount / totalCount * 100).toFixed(1)}% `: ""} ${junkCount ? `<br><strong class='color-junk'>JUNK</strong>: ${(junkCount / totalCount * 100).toFixed(1)}% ` : ""}
<br> <br>
<br>level: ${level.levelsCleared} ${level.levels[level.onLevel]} (${level.difficultyText()}) <br>level: ${level.levelsCleared} ${level.levels[level.onLevel]} (${level.difficultyText()})
<br>seed: ${Math.initialSeed} &nbsp; ${m.cycle} cycles <br>seed: ${Math.initialSeed} &nbsp; ${m.cycle} cycles
<br>mobs: ${mob.length} &nbsp; blocks: ${body.length} &nbsp; bullets: ${bullet.length} &nbsp; power ups: ${powerUp.length} <br>mobs: ${mob.length} &nbsp; blocks: ${body.length} &nbsp; bullets: ${bullet.length} &nbsp; power ups: ${powerUp.length}
${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""} ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
</span></div>`; </span></div>`;
// deaths: ${mobs.mobDeaths} &nbsp; // deaths: ${mobs.mobDeaths} &nbsp;
if (tech.isPauseSwitchField && !simulation.isChoosing) { if (tech.isPauseSwitchField && !simulation.isChoosing) {
@@ -415,7 +415,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
const style = (localSettings.isHideImages || tech.tech[i].isJunk || tech.tech[i].isLore) ? `style="height:auto;"` : `style = "background-image: url('img/${tech.tech[i].name}.webp');"` const style = (localSettings.isHideImages || tech.tech[i].isJunk || tech.tech[i].isLore) ? `style="height:auto;"` : `style = "background-image: url('img/${tech.tech[i].name}.webp');"`
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""; const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
if (tech.tech[i].isNonRefundable) { if (tech.tech[i].isNonRefundable) {
text += `<div class="pause-grid-module" id ="${i}-pause-tech" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>` text += `<div class="pause-grid-module" id ="${i}-pause-tech" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div></div>`
// } else if (tech.tech[i].isLore) { // } else if (tech.tech[i].isLore) {
// text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>` // text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else if (tech.tech[i].isFieldTech) { } else if (tech.tech[i].isFieldTech) {
@@ -432,7 +432,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
text += build.techText(i) + "</div>" text += build.techText(i) + "</div>"
} }
} else if (tech.tech[i].isLost) { } else if (tech.tech[i].isLost) {
text += `<div class="pause-grid-module" style="text-decoration: line-through;"><div class="grid-title">${tech.tech[i].link}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>` text += `<div class="pause-grid-module" style="text-decoration: line-through;"><div class="grid-title">${tech.tech[i].link}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div></div>`
} }
} }
el = document.getElementById("pause-grid-right") el = document.getElementById("pause-grid-right")
@@ -478,7 +478,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
techText(i) { techText(i) {
return `<div class="card-text" > return `<div class="card-text" >
<div class="grid-title" ><div class="circle-grid tech"></div> &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div> <div class="grid-title" ><div class="circle-grid tech"></div> &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>` ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
}, },
skinTechText(i) { skinTechText(i) {
return `<div class="card-text"> <div class="grid-title"> return `<div class="card-text"> <div class="grid-title">
@@ -486,7 +486,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
<div class="circle-grid-skin"></div> <div class="circle-grid-skin"></div>
<div class="circle-grid-skin-eye"></div> <div class="circle-grid-skin-eye"></div>
</span> &nbsp; &nbsp; &nbsp;&nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div> </span> &nbsp; &nbsp; &nbsp;&nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>` ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
}, },
gunTechText(i) { gunTechText(i) {
return `<div class="card-text"> <div class="grid-title"> return `<div class="card-text"> <div class="grid-title">
@@ -494,7 +494,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div> <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div> <div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div> </span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>` ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
}, },
fieldTechText(i) { fieldTechText(i) {
return `<div class="card-text"><div class="grid-title"> return `<div class="card-text"><div class="grid-title">
@@ -502,12 +502,12 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div> <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div> <div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div> </span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>` ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
}, },
junkTechText(i) { junkTechText(i) {
return `<div class="card-text"> return `<div class="card-text">
<div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div> <div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>` ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
}, },
choosePowerUp(index, type, isAllowed = false) { choosePowerUp(index, type, isAllowed = false) {
if (type === "gun") { if (type === "gun") {
@@ -594,7 +594,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
techID.setAttribute("onClick", `javascript: build.choosePowerUp(${i},'tech')`); techID.setAttribute("onClick", `javascript: build.choosePowerUp(${i},'tech')`);
} }
} else { //disabled color for disabled tech } else { //disabled color for disabled tech
techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>` techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
if (!techID.classList.contains("experiment-grid-disabled")) { if (!techID.classList.contains("experiment-grid-disabled")) {
techID.classList.add("experiment-grid-disabled"); techID.classList.add("experiment-grid-disabled");
techID.onclick = null techID.onclick = null
@@ -630,7 +630,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
</div> </div>
<div> <div>
<label for="hide-images-experiment" title="reload experiment with no images for fields, guns, and tech">hide images:</label> <label for="hide-images-experiment" title="reload experiment with no images for fields, guns, and tech">hide images:</label>
<input onclick="build.showImages('experiment')" type="checkbox" id="hide-images-experiment" name="hide-images-experiment" style="width:17px; height:17px; margin-bottom: 15px;" ${localSettings.isHideImages? "checked": ""}> <input onclick="build.showImages('experiment')" type="checkbox" id="hide-images-experiment" name="hide-images-experiment" style="width:17px; height:17px; margin-bottom: 15px;" ${localSettings.isHideImages ? "checked" : ""}>
</div> </div>
<div> <div>
<svg class="SVG-button" onclick="build.reset()" width="50" height="25"> <svg class="SVG-button" onclick="build.reset()" width="50" height="25">
@@ -775,17 +775,17 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
} }
console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.') console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
console.log(url) console.log(url)
navigator.clipboard.writeText(url).then(function() { navigator.clipboard.writeText(url).then(function () {
/* clipboard successfully set */ /* clipboard successfully set */
if (isCustom) { if (isCustom) {
setTimeout(function() { setTimeout(function () {
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.') alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
}, 300); }, 300);
} }
}, function() { }, function () {
/* clipboard write failed */ /* clipboard write failed */
if (isCustom) { if (isCustom) {
setTimeout(function() { setTimeout(function () {
alert('copy failed') alert('copy failed')
}, 300); }, 300);
} }
@@ -1013,14 +1013,14 @@ document.getElementById("control-table").addEventListener('click', (event) => {
window.addEventListener("keydown", input.setKeys); window.addEventListener("keydown", input.setKeys);
} }
}); });
document.getElementById("control-details").addEventListener("toggle", function() { document.getElementById("control-details").addEventListener("toggle", function () {
input.controlTextUpdate() input.controlTextUpdate()
input.endKeySensing(); input.endKeySensing();
}) })
document.getElementById("control-reset").addEventListener('click', input.setDefault); document.getElementById("control-reset").addEventListener('click', input.setDefault);
window.addEventListener("keyup", function(event) { window.addEventListener("keyup", function (event) {
switch (event.code) { switch (event.code) {
case input.key.right: case input.key.right:
case "ArrowRight": case "ArrowRight":
@@ -1047,7 +1047,7 @@ window.addEventListener("keyup", function(event) {
} }
}); });
window.addEventListener("keydown", function(event) { window.addEventListener("keydown", function (event) {
// console.log(event.code) // console.log(event.code)
switch (event.code) { switch (event.code) {
case input.key.right: case input.key.right:
@@ -1081,7 +1081,7 @@ window.addEventListener("keydown", function(event) {
case input.key.pause: case input.key.pause:
if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) { if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
input.isPauseKeyReady = false input.isPauseKeyReady = false
setTimeout(function() { setTimeout(function () {
input.isPauseKeyReady = true input.isPauseKeyReady = true
}, 300); }, 300);
if (simulation.paused) { if (simulation.paused) {
@@ -1110,7 +1110,7 @@ window.addEventListener("keydown", function(event) {
} }
m.energy = energy //return to current energy m.energy = energy //return to current energy
// document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}` // document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}`
document.getElementById("pause-field").style.backgroundImage = `url('img/field/${m.fieldUpgrades[m.fieldMode].name}${m.fieldMode === 0 ? Math.floor(Math.random()*10) : ""}.webp')` document.getElementById("pause-field").style.backgroundImage = `url('img/field/${m.fieldUpgrades[m.fieldMode].name}${m.fieldMode === 0 ? Math.floor(Math.random() * 10) : ""}.webp')`
document.getElementById("pause-field").innerHTML = ` document.getElementById("pause-field").innerHTML = `
<div class="card-text" style = "animation: fieldColorCycle 1s linear infinite alternate;"> <div class="card-text" style = "animation: fieldColorCycle 1s linear infinite alternate;">
<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div> <div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}</div>
@@ -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();
@@ -1564,10 +1564,10 @@ document.getElementById("difficulty-select").addEventListener("input", () => {
}); });
document.getElementById("updates").addEventListener("toggle", function() { document.getElementById("updates").addEventListener("toggle", function () {
function loadJSON(path, success, error) { //generic function to get JSON function loadJSON(path, success, error) { //generic function to get JSON
var xhr = new XMLHttpRequest(); var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function() { xhr.onreadystatechange = function () {
if (xhr.readyState === XMLHttpRequest.DONE) { if (xhr.readyState === XMLHttpRequest.DONE) {
if (xhr.status === 200) { if (xhr.status === 200) {
if (success) if (success)
@@ -1586,7 +1586,7 @@ document.getElementById("updates").addEventListener("toggle", function() {
/// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity /// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity
loadJSON('https://api.github.com/repos/landgreen/n-gon/commits', loadJSON('https://api.github.com/repos/landgreen/n-gon/commits',
function(data) { function (data) {
// console.log(data) // console.log(data)
for (let i = 0, len = 20; i < len; i++) { for (let i = 0, len = 20; i < len; i++) {
text += "<strong>" + data[i].commit.author.date.substr(0, 10) + "</strong> - "; //+ "<br>" text += "<strong>" + data[i].commit.author.date.substr(0, 10) + "</strong> - "; //+ "<br>"
@@ -1595,14 +1595,14 @@ document.getElementById("updates").addEventListener("toggle", function() {
} }
document.getElementById("updates-div").innerHTML = text.replace(/\n/g, "<br />") document.getElementById("updates-div").innerHTML = text.replace(/\n/g, "<br />")
}, },
function(xhr) { function (xhr) {
console.error(xhr); console.error(xhr);
} }
); );
}) })
const sound = { const sound = {
tone(frequency, end = 1000, gain = 0.05) { tone(frequency, end = 1000, gain = 0.05) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); //setup audio context const audioCtx = new (window.AudioContext || window.webkitAudioContext)(); //setup audio context
const oscillator = audioCtx.createOscillator(); const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain(); const gainNode = audioCtx.createGain();
gainNode.gain.value = gain; //controls volume gainNode.gain.value = gain; //controls volume
@@ -1618,7 +1618,7 @@ const sound = {
// return audioCtx // return audioCtx
}, },
portamento(frequency, end = 1000, shiftRate = 10, gain = 0.05) { portamento(frequency, end = 1000, shiftRate = 10, gain = 0.05) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); //setup audio context const audioCtx = new (window.AudioContext || window.webkitAudioContext)(); //setup audio context
const oscillator = audioCtx.createOscillator(); const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain(); const gainNode = audioCtx.createGain();
gainNode.gain.value = gain; //controls volume gainNode.gain.value = gain; //controls volume
@@ -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

View File

@@ -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,
@@ -55,8 +47,8 @@ const lore = {
trainer: { trainer: {
color: "#f20", color: "#f20",
voice: undefined, voice: undefined,
text: function(say) { text: function (say) {
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity); simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now() / 1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color lore.talkingColor = this.color
const utterance = new SpeechSynthesisUtterance(say); const utterance = new SpeechSynthesisUtterance(say);
utterance.lang = "en-AU" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU utterance.lang = "en-AU" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
@@ -67,9 +59,9 @@ const lore = {
anand: { anand: {
color: "#e0c", color: "#e0c",
voice: undefined, voice: undefined,
text: function(say) { text: function (say) {
if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array) if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity); simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now() / 1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color lore.talkingColor = this.color
if (lore.isSpeech) { if (lore.isSpeech) {
const utterance = new SpeechSynthesisUtterance(say); const utterance = new SpeechSynthesisUtterance(say);
@@ -101,9 +93,9 @@ const lore = {
}, },
miriam: { miriam: {
color: "#f20", color: "#f20",
text: function(say) { text: function (say) {
if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array) if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity); simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now() / 1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color lore.talkingColor = this.color
if (lore.isSpeech) { if (lore.isSpeech) {
utterance = new SpeechSynthesisUtterance(say); utterance = new SpeechSynthesisUtterance(say);
@@ -116,7 +108,7 @@ const lore = {
lore.isSpeech = false lore.isSpeech = false
lore.nextSentence() lore.nextSentence()
} }
speechFrozen = setTimeout(function() { // speech frozen after 10 seconds of no end speechFrozen = setTimeout(function () { // speech frozen after 10 seconds of no end
console.log('speech frozen') console.log('speech frozen')
lore.isSpeech = false lore.isSpeech = false
lore.nextSentence() lore.nextSentence()

View File

@@ -193,7 +193,7 @@ const m = {
lastGroundedPositionY: 0, lastGroundedPositionY: 0,
// mouseZoom: 0, // mouseZoom: 0,
lookSmoothing: 0.07, //1 is instant jerky, 0.001 is slow smooth zoom, 0.07 is standard lookSmoothing: 0.07, //1 is instant jerky, 0.001 is slow smooth zoom, 0.07 is standard
look() {}, //set to lookDefault() look() { }, //set to lookDefault()
lookDefault() { lookDefault() {
//always on mouse look //always on mouse look
m.angle = Math.atan2( m.angle = Math.atan2(
@@ -415,7 +415,7 @@ const m = {
m.health = 1; m.health = 1;
// m.addHealth(1) // m.addHealth(1)
simulation.wipe = function() { //set wipe to have trails simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0)"; ctx.fillStyle = "rgba(255,255,255,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
} }
@@ -425,8 +425,8 @@ const m = {
m.switchWorlds() m.switchWorlds()
const swapPeriod = 1000 const swapPeriod = 1000
for (let i = 0, len = 5; i < len; i++) { for (let i = 0, len = 5; i < len; i++) {
setTimeout(function() { setTimeout(function () {
simulation.wipe = function() { //set wipe to have trails simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0)"; ctx.fillStyle = "rgba(255,255,255,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
} }
@@ -436,14 +436,14 @@ const m = {
simulation.isTextLogOpen = true; simulation.isTextLogOpen = true;
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len - i - 1}`, swapPeriod); simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len - i - 1}`, swapPeriod);
simulation.isTextLogOpen = false; simulation.isTextLogOpen = false;
simulation.wipe = function() { //set wipe to have trails simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = `rgba(255,255,255,${(i + 1) * (i + 1) * 0.006})`; ctx.fillStyle = `rgba(255,255,255,${(i + 1) * (i + 1) * 0.006})`;
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
} }
}, (i + 1) * swapPeriod); }, (i + 1) * swapPeriod);
} }
setTimeout(function() { setTimeout(function () {
simulation.wipe = function() { //set wipe to normal simulation.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
} }
simulation.isTextLogOpen = true; simulation.isTextLogOpen = true;
@@ -461,7 +461,7 @@ const m = {
document.getElementById("text-log").style.display = "none" document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
// build.shareURL(false) // build.shareURL(false)
setTimeout(function() { setTimeout(function () {
Composite.clear(engine.world); Composite.clear(engine.world);
Engine.clear(engine); Engine.clear(engine);
simulation.splashReturn(); simulation.splashReturn();
@@ -644,7 +644,7 @@ const m = {
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
let isDrawPlayer = true let isDrawPlayer = true
const shortPause = function() { const shortPause = function () {
if (m.defaultFPSCycle < m.cycle) { //back to default values if (m.defaultFPSCycle < m.cycle) { //back to default values
simulation.fpsCap = simulation.fpsCapDefault simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap; simulation.fpsInterval = 1000 / simulation.fpsCap;
@@ -717,13 +717,13 @@ const m = {
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false); for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
m.energy = m.maxEnergy m.energy = m.maxEnergy
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function() { //set wipe to have trails simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)"; ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
} }
setTimeout(function() { setTimeout(function () {
tech.maxDuplicationEvent() tech.maxDuplicationEvent()
simulation.wipe = function() { //set wipe to normal simulation.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
} }
}, 3000); }, 3000);
@@ -746,13 +746,13 @@ const m = {
<br>${powerUps.research.count}`) <br>${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false); for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function() { //set wipe to have trails simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)"; ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
} }
setTimeout(function() { setTimeout(function () {
tech.maxDuplicationEvent() tech.maxDuplicationEvent()
simulation.wipe = function() { //set wipe to normal simulation.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
} }
}, 3000); }, 3000);
@@ -772,7 +772,7 @@ const m = {
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding // m.holdingMassScale = 0.5 for most fields if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding // m.holdingMassScale = 0.5 for most fields
if (m.isCloak) m.fireCDcycle = m.cycle //forced exit cloak if (m.isCloak) m.fireCDcycle = m.cycle //forced exit cloak
} }
const normalFPS = function() { const normalFPS = function () {
if (m.defaultFPSCycle < m.cycle) { //back to default values if (m.defaultFPSCycle < m.cycle) { //back to default values
simulation.fpsCap = simulation.fpsCapDefault simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap; simulation.fpsInterval = 1000 / simulation.fpsCap;
@@ -814,7 +814,7 @@ const m = {
// ********************************************* // *********************************************
// ****** drawing player and skins ************* // ****** drawing player and skins *************
// ********************************************* // *********************************************
drawLeg(stroke) {}, drawLeg(stroke) { },
calcLeg(cycle_offset, offset) { calcLeg(cycle_offset, offset) {
m.hip.x = 12 + offset; m.hip.x = 12 + offset;
m.hip.y = 24 + offset; m.hip.y = 24 + offset;
@@ -834,7 +834,7 @@ const m = {
m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset; m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y; m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
}, },
draw() {}, draw() { },
isAltSkin: false, isAltSkin: false,
resetSkin() { resetSkin() {
m.yOffWhen.jump = 70 m.yOffWhen.jump = 70
@@ -847,7 +847,7 @@ const m = {
light: 100, light: 100,
} }
m.setFillColors(); m.setFillColors();
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -870,7 +870,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -927,7 +927,7 @@ const m = {
// light: 55, // light: 55,
// } // }
// m.setFillColors(); // m.setFillColors();
m.draw = function() { m.draw = function () {
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20) ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
@@ -949,7 +949,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
} else { } else {
@@ -1012,7 +1012,7 @@ const m = {
light: 85, light: 85,
} }
m.setFillColors(); m.setFillColors();
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1040,7 +1040,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -1107,7 +1107,7 @@ const m = {
// grdRad.addColorStop(0.5, `rgba(210,210,210,0)`); // grdRad.addColorStop(0.5, `rgba(210,210,210,0)`);
m.bodyGradient = grd m.bodyGradient = grd
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1140,7 +1140,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -1231,7 +1231,7 @@ const m = {
m.bodyGradient = grd m.bodyGradient = grd
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1254,7 +1254,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -1302,7 +1302,7 @@ const m = {
}, },
dilate() { dilate() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
const amplitude = 8 + 4 * Math.sin(m.cycle * 0.0075) const amplitude = 8 + 4 * Math.sin(m.cycle * 0.0075)
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
@@ -1334,7 +1334,7 @@ const m = {
}, },
dilate2() { dilate2() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
const amplitude = Math.sin(m.cycle * 0.0075) const amplitude = Math.sin(m.cycle * 0.0075)
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
@@ -1366,7 +1366,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -1424,7 +1424,7 @@ const m = {
// grd.addColorStop(1, m.fillColor); // grd.addColorStop(1, m.fillColor);
m.bodyGradient = grd m.bodyGradient = grd
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1448,7 +1448,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -1492,7 +1492,7 @@ const m = {
}, },
stubs() { stubs() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1515,7 +1515,7 @@ const m = {
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw() powerUps.boost.draw()
} }
m.drawLeg = function(stroke) { m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) { // if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1; m.flipLegs = 1;
@@ -1536,7 +1536,7 @@ const m = {
}, },
Sleipnir() { Sleipnir() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1561,7 +1561,7 @@ const m = {
}, },
diegesis() { diegesis() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
@@ -1588,7 +1588,7 @@ const m = {
}, },
cat() { cat() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1656,7 +1656,7 @@ const m = {
}, },
pareidolia() { pareidolia() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
ctx.save(); ctx.save();
@@ -1711,7 +1711,7 @@ const m = {
}, },
flipFlop() { flipFlop() {
m.isAltSkin = true m.isAltSkin = true
m.draw = function() { m.draw = function () {
ctx.fillStyle = m.fillColor; ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx; m.walk_cycle += m.flipLegs * m.Vx;
@@ -1877,7 +1877,7 @@ const m = {
ctx.fillRect(xOff, yOff, range * m.energy, 10); ctx.fillRect(xOff, yOff, range * m.energy, 10);
} }
}, },
drawRegenEnergyCloaking: function() { drawRegenEnergyCloaking: function () {
if (m.energy < m.maxEnergy) { // replaces m.drawRegenEnergy() with custom code if (m.energy < m.maxEnergy) { // replaces m.drawRegenEnergy() with custom code
m.regenEnergy(); m.regenEnergy();
const xOff = m.pos.x - m.radius * m.maxEnergy const xOff = m.pos.x - m.radius * m.maxEnergy
@@ -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
} }
@@ -1913,11 +1915,11 @@ const m = {
m.fieldRegen *= 0.6 m.fieldRegen *= 0.6
} }
}, },
regenEnergy: function() { //used in drawRegenEnergy // rewritten by some tech regenEnergy: function () { //used in drawRegenEnergy // rewritten by some tech
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen; if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0 if (m.energy < 0) m.energy = 0
}, },
regenEnergyDefault: function() { regenEnergyDefault: function () {
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen; if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0 if (m.energy < 0) m.energy = 0
}, },
@@ -2102,7 +2104,7 @@ const m = {
m.holdingTarget.friction = m.holdingTarget.frictionStatic = m.holdingTarget.frictionAir = 0.001 m.holdingTarget.friction = m.holdingTarget.frictionStatic = m.holdingTarget.frictionAir = 0.001
} }
//check every second to see if player is away from thrown body, and make solid //check every second to see if player is away from thrown body, and make solid
const solid = function(that) { const solid = function (that) {
const dx = that.position.x - player.position.x; const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y; const dy = that.position.y - player.position.y;
// if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) { // if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
@@ -2135,7 +2137,7 @@ const m = {
m.definePlayerMass() //return to normal player mass m.definePlayerMass() //return to normal player mass
if (tech.isAddBlockMass) { if (tech.isAddBlockMass) {
const expand = function(that, massLimit) { const expand = function (that, massLimit) {
if (that.mass < massLimit) { if (that.mass < massLimit) {
const scale = 1.05; const scale = 1.05;
Matter.Body.scale(that, scale, scale); Matter.Body.scale(that, scale, scale);
@@ -2423,7 +2425,7 @@ const m = {
// wake(powerUp); // wake(powerUp);
} }
}, },
hold() {}, hold() { },
couplingDescription(couple = m.coupling) { couplingDescription(couple = m.coupling) {
switch (m.fieldMode) { switch (m.fieldMode) {
case 0: //field emitter case 0: //field emitter
@@ -2434,19 +2436,19 @@ const m = {
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>` return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
// return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>` // return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>`
case 3: //negative mass case 3: //negative mass
return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>` return `<strong>+${((1 - 0.73 ** couple) * 100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
case 4: //assembler case 4: //assembler
return `generate <strong>${(8*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second` return `generate <strong>${(8 * couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
case 5: //plasma case 5: //plasma
return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>` return `<strong>+${(15 * couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
case 6: //time dilation case 6: //time dilation
return `<strong>+${(50*couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and return `<strong>+${(50 * couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
case 7: //cloaking case 7: //cloaking
return `<strong>+${(33*couple).toFixed(0)}%</strong> ambush <strong class='color-d'>damage</strong>` return `<strong>+${(33 * couple).toFixed(0)}%</strong> ambush <strong class='color-d'>damage</strong>`
case 8: //pilot wave case 8: //pilot wave
return `<strong>+${(40*couple).toFixed(0)}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>` return `<strong>+${(40 * couple).toFixed(0)}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>`
case 9: //wormhole case 9: //wormhole
return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(20*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>` return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(20 * couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>`
} }
}, },
couplingChange(change = 0) { couplingChange(change = 0) {
@@ -2523,7 +2525,7 @@ const m = {
description: `use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs description: `use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs
<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong> <br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
effect: () => { effect: () => {
m.hold = function() { m.hold = function () {
if (m.isHolding) { if (m.isHolding) {
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
m.holding(); m.holding();
@@ -2621,7 +2623,7 @@ const m = {
} else { } else {
m.harmonicShield = m.harmonicAtomic m.harmonicShield = m.harmonicAtomic
} }
m.hold = function() { m.hold = function () {
if (m.isHolding) { if (m.isHolding) {
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
m.holding(); m.holding();
@@ -2801,7 +2803,7 @@ const m = {
} }
} }
} }
m.hold = function() { m.hold = function () {
const wave = Math.sin(m.cycle * 0.022); const wave = Math.sin(m.cycle * 0.022);
m.fieldRange = 180 + 12 * wave + 100 * tech.isBigField m.fieldRange = 180 + 12 * wave + 100 * tech.isBigField
m.fieldArc = 0.35 + 0.045 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) m.fieldArc = 0.35 + 0.045 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
@@ -2911,7 +2913,7 @@ const m = {
m.fieldHarmReduction = 0.45; //55% reduction m.fieldHarmReduction = 0.45; //55% reduction
m.fieldDrawRadius = 0; m.fieldDrawRadius = 0;
m.hold = function() { m.hold = function () {
m.airSpeedLimit = 125 //5 * player.mass * player.mass m.airSpeedLimit = 125 //5 * player.mass * player.mass
m.FxAir = 0.016 m.FxAir = 0.016
if (m.isHolding) { if (m.isHolding) {
@@ -3061,7 +3063,7 @@ const m = {
effect: () => { effect: () => {
m.fieldMeterColor = "#ff0" m.fieldMeterColor = "#ff0"
m.eyeFillColor = m.fieldMeterColor m.eyeFillColor = m.fieldMeterColor
m.hold = function() { m.hold = function () {
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 300 && (m.cycle % 2)) { if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 300 && (m.cycle % 2)) {
if (simulation.molecularMode === 0) { if (simulation.molecularMode === 0) {
if (tech.isSporeFlea) { if (tech.isSporeFlea) {
@@ -3448,7 +3450,7 @@ const m = {
Composite.add(engine.world, m.plasmaBall); Composite.add(engine.world, m.plasmaBall);
// m.plasmaBall.startingVertices = m.plasmaBall.vertices.slice(); // m.plasmaBall.startingVertices = m.plasmaBall.vertices.slice();
m.hold = function() { m.hold = function () {
if (m.isHolding) { if (m.isHolding) {
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
m.holding(); m.holding();
@@ -3539,7 +3541,7 @@ const m = {
m.plasmaBall.do() m.plasmaBall.do()
} }
} else if (tech.isExtruder) { } else if (tech.isExtruder) {
m.hold = function() { m.hold = function () {
b.isExtruderOn = false b.isExtruderOn = false
if (m.isHolding) { if (m.isHolding) {
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
@@ -3581,7 +3583,7 @@ const m = {
ctx.stroke(); ctx.stroke();
} }
} else { } else {
m.hold = function() { m.hold = function () {
if (m.isHolding) { if (m.isHolding) {
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
m.holding(); m.holding();
@@ -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"
@@ -3645,7 +3647,7 @@ const m = {
if (tech.isRewindField) { if (tech.isRewindField) {
this.rewindCount = 0 this.rewindCount = 0
m.grabPowerUpRange2 = 300000 m.grabPowerUpRange2 = 300000
m.hold = function() { m.hold = function () {
// console.log(m.fieldCDcycle) // console.log(m.fieldCDcycle)
m.grabPowerUp(); m.grabPowerUp();
// //grab power ups // //grab power ups
@@ -3741,7 +3743,7 @@ const m = {
} else { } else {
m.fieldFire = true; m.fieldFire = true;
m.isBodiesAsleep = false; m.isBodiesAsleep = false;
m.hold = function() { m.hold = function () {
if (m.isHolding) { if (m.isHolding) {
m.wakeCheck(); m.wakeCheck();
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
@@ -3808,7 +3810,7 @@ const m = {
m.isSneakAttack = true; m.isSneakAttack = true;
m.sneakAttackCycle = 0; m.sneakAttackCycle = 0;
m.enterCloakCycle = 0; m.enterCloakCycle = 0;
m.drawCloak = function() { m.drawCloak = function () {
m.fieldPhase += 0.007 m.fieldPhase += 0.007
const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5) const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
ctx.beginPath(); ctx.beginPath();
@@ -3822,7 +3824,7 @@ const m = {
ctx.globalCompositeOperation = "source-over"; ctx.globalCompositeOperation = "source-over";
ctx.clip(); ctx.clip();
} }
m.hold = function() { m.hold = function () {
if (m.isHolding) { if (m.isHolding) {
m.drawHold(m.holdingTarget); m.drawHold(m.holdingTarget);
m.holding(); m.holding();
@@ -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
@@ -4092,7 +4094,7 @@ const m = {
m.fieldOn = false; m.fieldOn = false;
m.fieldRadius = 0; m.fieldRadius = 0;
m.drop(); m.drop();
m.hold = function() { m.hold = function () {
if (input.field) { if (input.field) {
if (m.fieldCDcycle < m.cycle) { if (m.fieldCDcycle < m.cycle) {
const scale = 25 const scale = 25
@@ -4276,7 +4278,7 @@ const m = {
//<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br> //<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br>
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+3%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong> description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+3%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
drain: 0, drain: 0,
effect: function() { effect: function () {
m.fieldMeterColor = "#bbf" //"#0c5" m.fieldMeterColor = "#bbf" //"#0c5"
m.eyeFillColor = m.fieldMeterColor m.eyeFillColor = m.fieldMeterColor
@@ -4284,7 +4286,7 @@ const m = {
m.fieldRange = 0 m.fieldRange = 0
powerUps.setDupChance(); //needed after adjusting duplication chance powerUps.setDupChance(); //needed after adjusting duplication chance
m.hold = function() { m.hold = function () {
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference // m.hole = { //this is reset with each new field, but I'm leaving it here for reference
// isOn: false, // isOn: false,
// isReady: true, // isReady: true,
@@ -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)
@@ -5042,7 +5078,7 @@ const m = {
} }
//fix collisions //fix collisions
collisionChecks = function(event) { collisionChecks = function (event) {
const pairs = event.pairs; const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) { for (let i = 0, j = pairs.length; i != j; i++) {
//mob + (player,bullet,body) collisions //mob + (player,bullet,body) collisions

View File

@@ -75,7 +75,7 @@ const powerUps = {
} }
let text = '<span style="position:relative;">' let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
text += `<div class="research-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>` text += `<div class="research-circle" style="position:absolute; top:1.5px; left:${i * 8}px;"></div>`
} }
text += '</span> &nbsp; &nbsp; ' text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -90,7 +90,7 @@ const powerUps = {
} }
let text = '<span style="position:relative;">' let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>` text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i * 8}px;"></div>`
} }
text += '</span> &nbsp; &nbsp; ' text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -106,7 +106,7 @@ const powerUps = {
} }
let text = '<span style="position:relative;">' let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
text += `<div class="heal-circle-energy" style="position:absolute; top:1px; left:${i*10}px;"></div>` text += `<div class="heal-circle-energy" style="position:absolute; top:1px; left:${i * 10}px;"></div>`
} }
text += '</span> &nbsp; &nbsp; ' text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -120,7 +120,7 @@ const powerUps = {
} }
let text = '<span style="position:relative;">' let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i*10}px;"></div>` text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i * 10}px;"></div>`
} }
text += '</span> &nbsp; &nbsp; ' text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -139,7 +139,7 @@ const powerUps = {
} }
let text = '<span style="position:relative;">' let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
text += `<div class="coupling-circle" style="position:absolute; top:1.5px; left:${i*6}px;"></div>` text += `<div class="coupling-circle" style="position:absolute; top:1.5px; left:${i * 6}px;"></div>`
} }
text += '</span> &nbsp; &nbsp;' text += '</span> &nbsp; &nbsp;'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -154,7 +154,7 @@ const powerUps = {
} }
let text = '<span style="position:relative;">' let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
text += `<div class="boost-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>` text += `<div class="boost-circle" style="position:absolute; top:1.5px; left:${i * 8}px;"></div>`
} }
text += '</span> &nbsp; &nbsp; ' text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -164,7 +164,7 @@ const powerUps = {
}, },
}, },
totalPowerUps: 0, //used for tech that count power ups at the end of a level totalPowerUps: 0, //used for tech that count power ups at the end of a level
do() {}, do() { },
setDupChance() { setDupChance() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) { if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
if (tech.isPowerUpsVanish) { if (tech.isPowerUpsVanish) {
@@ -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) {
@@ -655,18 +657,54 @@ 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;"
text += `<div><div><span style="position:relative;">` text += `<div><div><span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="font-size:0.82em; position:absolute; top:0; left:${(18 - len*0.21)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>` for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="font-size:0.82em; position:absolute; top:0; left:${(18 - len * 0.21) * i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div></div>` text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality ? "<span class='alt'>alternate reality</span>" : "research"}</span></div></div></div>`
} else { } else {
text += `<div></div>` text += `<div></div>`
} }
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)
@@ -727,14 +764,14 @@ const powerUps = {
${b.guns[choose].description}</div></div>` ${b.guns[choose].description}</div></div>`
}, },
fieldText(choose, click) { fieldText(choose, click) {
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/field/${m.fieldUpgrades[choose].name}${choose === 0 ? Math.floor(Math.random()*10) : ""}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/field/${m.fieldUpgrades[choose].name}${choose === 0 ? Math.floor(Math.random() * 10) : ""}.webp');"`
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}> return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
<div class="card-text"> <div class="card-text">
<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choose].name}</div> <div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choose].name}</div>
${m.fieldUpgrades[choose].description}</div></div>` ${m.fieldUpgrades[choose].description}</div></div>`
}, },
techText(choose, click) { techText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages || tech.tech[choose].isLore ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages || tech.tech[choose].isLore ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}> return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
<div class="card-text"> <div class="card-text">
@@ -742,7 +779,7 @@ const powerUps = {
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>` ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
}, },
skinTechText(choose, click) { skinTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}> return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
<div class="card-text"> <div class="card-text">
@@ -755,7 +792,7 @@ const powerUps = {
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>` ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
}, },
fieldTechText(choose, click) { fieldTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}> return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
<div class="card-text"> <div class="card-text">
@@ -768,7 +805,7 @@ const powerUps = {
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>` ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
}, },
gunTechText(choose, click) { gunTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}> return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}"${style}>
<div class="card-text"> <div class="card-text">
@@ -781,7 +818,7 @@ const powerUps = {
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>` ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
}, },
junkTechText(choose, click) { junkTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-size: contain;background-repeat: no-repeat;background-image: url('img/junk.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-size: contain;background-repeat: no-repeat;background-image: url('img/junk.webp');"`
if (!localSettings.isHideImages) { if (!localSettings.isHideImages) {
setTimeout(() => { //delay so that the html element exists setTimeout(() => { //delay so that the html element exists
@@ -873,7 +910,7 @@ const powerUps = {
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; // const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>` // text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
const choose = botTech[Math.floor(Math.random() * botTech.length)]; const choose = botTech[Math.floor(Math.random() * botTech.length)];
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}> text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
<div class="card-text"> <div class="card-text">
@@ -938,7 +975,7 @@ const powerUps = {
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; // const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>` // text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
const choose = botTech[Math.floor(Math.random() * botTech.length)]; const choose = botTech[Math.floor(Math.random() * botTech.length)];
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}> text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
<div class="card-text"> <div class="card-text">
@@ -1021,7 +1058,7 @@ const powerUps = {
} }
removeOption(choose) //move from future options pool to avoid repeats on this selection removeOption(choose) //move from future options pool to avoid repeats on this selection
tech.tech[choose].isRecentlyShown = true //this flag prevents this option from being shown the next time you pick up a tech power up tech.tech[choose].isRecentlyShown = true //this flag prevents this option from being shown the next time you pick up a tech power up
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
if (tech.tech[choose].isFieldTech) { if (tech.tech[choose].isFieldTech) {
text += powerUps.fieldTechText(choose, `powerUps.choose('tech',${choose})`) text += powerUps.fieldTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isGunTech) { } else if (tech.tech[choose].isGunTech) {
@@ -1045,7 +1082,7 @@ const powerUps = {
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; // const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> &nbsp; ${tech.tech[choose].name} ${isCount}</div> ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>` // text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> &nbsp; ${tech.tech[choose].name} ${isCount}</div> ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
const choose = botTech[Math.floor(Math.random() * botTech.length)]; const choose = botTech[Math.floor(Math.random() * botTech.length)];
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"` const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}> text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
<div class="card-text"> <div class="card-text">
@@ -1162,7 +1199,7 @@ const powerUps = {
} }
for (let i = 0; i < localSettings.entanglement.techIndexes.length; i++) { //add tech for (let i = 0; i < localSettings.entanglement.techIndexes.length; i++) { //add tech
let choose = localSettings.entanglement.techIndexes[i] let choose = localSettings.entanglement.techIndexes[i]
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
if (choose === null || tech.tech[choose].count + 1 > tech.tech[choose].maxCount || !tech.tech[choose].allowed()) { if (choose === null || tech.tech[choose].count + 1 > tech.tech[choose].maxCount || !tech.tech[choose].allowed()) {
// text += `<div class="choose-grid-module" style = "background-color: #efeff5; border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[choose].name} <span style = "color: #aaa;font-weight: normal;font-size:80%;">- incoherent</span></div></div>` // text += `<div class="choose-grid-module" style = "background-color: #efeff5; border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[choose].name} <span style = "color: #aaa;font-weight: normal;font-size:80%;">- incoherent</span></div></div>`

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

File diff suppressed because it is too large Load Diff

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)
@@ -479,7 +479,7 @@ const tech = {
// description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-defense'>defense</strong><br><strong class='color-rewind'>rewind</strong> <strong>(1.5—5)</strong> seconds for <strong>(66—220)</strong> <strong class='color-f'>energy</strong>", // description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-defense'>defense</strong><br><strong class='color-rewind'>rewind</strong> <strong>(1.5—5)</strong> seconds for <strong>(66—220)</strong> <strong class='color-f'>energy</strong>",
// description: "after losing <strong class='color-h'>health</strong>, if you have <strong>full</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>44</strong> <strong class='color-f'>energy</strong> per second", // description: "after losing <strong class='color-h'>health</strong>, if you have <strong>full</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>44</strong> <strong class='color-f'>energy</strong> per second",
descriptionFunction() { descriptionFunction() {
return `after losing <strong class='color-h'>health</strong>, if you have <strong>${(100*Math.min(100,m.maxEnergy)).toFixed(0)}</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>40</strong> <strong class='color-f'>energy</strong> per second` return `after losing <strong class='color-h'>health</strong>, if you have <strong>${(100 * Math.min(100, m.maxEnergy)).toFixed(0)}</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>40</strong> <strong class='color-f'>energy</strong> per second`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -614,7 +614,7 @@ const tech = {
} }
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "applied science", name: "applied science",
@@ -659,12 +659,12 @@ const tech = {
} }
simulation.boldActiveGunHUD(); simulation.boldActiveGunHUD();
}, },
remove() {} remove() { }
}, },
{ {
name: "arsenal", name: "arsenal",
descriptionFunction() { descriptionFunction() {
return `<strong>+22%</strong> <strong class='color-d'>damage</strong> per unequipped <strong class='color-g'>gun</strong> <em>(${(22 * Math.max(0, b.inventory.length-1)).toFixed(0)}%)</em>` return `<strong>+22%</strong> <strong class='color-d'>damage</strong> per unequipped <strong class='color-g'>gun</strong> <em>(${(22 * Math.max(0, b.inventory.length - 1)).toFixed(0)}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -682,7 +682,7 @@ const tech = {
{ {
name: "active cooling", name: "active cooling",
descriptionFunction() { descriptionFunction() {
return `<strong>+28%</strong> <em>fire rate</em> per unequipped <strong class='color-g'>gun</strong> <em>(${(28 * Math.max(0, b.inventory.length-1)).toFixed(0)}%)</em>` return `<strong>+28%</strong> <em>fire rate</em> per unequipped <strong class='color-g'>gun</strong> <em>(${(28 * Math.max(0, b.inventory.length - 1)).toFixed(0)}%)</em>`
}, //<br>but not including your equipped <strong class='color-g'>gun</strong>` }, }, //<br>but not including your equipped <strong class='color-g'>gun</strong>` },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -2119,7 +2119,7 @@ const tech = {
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`, description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
nameInfo: "<span id = 'tech-flip-flop'></span>", nameInfo: "<span id = 'tech-flip-flop'></span>",
addNameInfo() { addNameInfo() {
setTimeout(function() { setTimeout(function () {
if (document.getElementById("tech-flip-flop")) { if (document.getElementById("tech-flip-flop")) {
if (tech.isFlipFlopOn) { if (tech.isFlipFlopOn) {
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>` document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
@@ -2271,7 +2271,7 @@ const tech = {
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`, description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
nameInfo: "<span id = 'tech-switch'></span>", nameInfo: "<span id = 'tech-switch'></span>",
addNameInfo() { addNameInfo() {
setTimeout(function() { setTimeout(function () {
if (document.getElementById("tech-switch")) { if (document.getElementById("tech-switch")) {
if (tech.isFlipFlopOn) { if (tech.isFlipFlopOn) {
document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>` document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
@@ -2363,7 +2363,7 @@ const tech = {
{ {
name: "first derivative", name: "first derivative",
descriptionFunction() { descriptionFunction() {
return `while your <strong>first</strong> <strong class='color-g'>gun</strong> is equipped<br><strong>+15%</strong> <strong class='color-defense'>defense</strong> per <strong class='color-g'>gun</strong> <em>(${(100*(1-0.85 ** b.inventory.length)).toFixed(0)}%)</em>` return `while your <strong>first</strong> <strong class='color-g'>gun</strong> is equipped<br><strong>+15%</strong> <strong class='color-defense'>defense</strong> per <strong class='color-g'>gun</strong> <em>(${(100 * (1 - 0.85 ** b.inventory.length)).toFixed(0)}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -2553,7 +2553,7 @@ const tech = {
{ {
name: "electronegativity", name: "electronegativity",
descriptionFunction() { descriptionFunction() {
return `<strong>+0.1%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(10*m.energy).toFixed(0)}%)</em>` return `<strong>+0.1%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(10 * m.energy).toFixed(0)}%)</em>`
}, },
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>", // description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 9, maxCount: 9,
@@ -2715,7 +2715,7 @@ const tech = {
requires: "not parasitism", requires: "not parasitism",
effect() { effect() {
tech.isCrouchRegen = true; //only used to check for requirements tech.isCrouchRegen = true; //only used to check for requirements
m.regenEnergy = function() { m.regenEnergy = function () {
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen; if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen;
if (m.energy < 0) m.energy = 0 if (m.energy < 0) m.energy = 0
} }
@@ -2756,7 +2756,7 @@ const tech = {
requires: "not inductive charging", requires: "not inductive charging",
effect() { effect() {
tech.isDamageAfterKillNoRegen = true; tech.isDamageAfterKillNoRegen = true;
m.regenEnergy = function() { m.regenEnergy = function () {
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen; if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0 if (m.energy < 0) m.energy = 0
} }
@@ -2824,7 +2824,7 @@ const tech = {
{ {
name: "homeostasis", name: "homeostasis",
descriptionFunction() { descriptionFunction() {
return `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.8%</strong> <strong class='color-defense'>defense</strong> <em>(${(100*(Math.max(0, 1 - m.health) * 0.8)).toFixed(0)}%)</em>` return `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.8%</strong> <strong class='color-defense'>defense</strong> <em>(${(100 * (Math.max(0, 1 - m.health) * 0.8)).toFixed(0)}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -2844,7 +2844,7 @@ const tech = {
{ {
name: "negative feedback", name: "negative feedback",
descriptionFunction() { descriptionFunction() {
return `for each ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>": "<strong class='color-h'>health</strong>"} below <strong>100</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong> <em>(${(70*Math.max(0, 1 - (tech.isEnergyHealth ? m.energy : m.health))).toFixed(0)}%)</em>` return `for each ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} below <strong>100</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong> <em>(${(70 * Math.max(0, 1 - (tech.isEnergyHealth ? m.energy : m.health))).toFixed(0)}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -2864,7 +2864,7 @@ const tech = {
{ {
name: "Zenos paradox", name: "Zenos paradox",
descriptionFunction() { descriptionFunction() {
return `<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>5%</strong> of current ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>": "<strong class='color-h'>health</strong>"} every <strong>5</strong> seconds` return `<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>5%</strong> of current ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} every <strong>5</strong> seconds`
}, },
// description: "<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>5%</strong> of current <strong class='color-h'>health</strong> every <strong>5</strong> seconds", // description: "<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>5%</strong> of current <strong class='color-h'>health</strong> every <strong>5</strong> seconds",
// description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-defense'>defense</strong> by <strong>90%</strong>", // description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-defense'>defense</strong> by <strong>90%</strong>",
@@ -2886,7 +2886,7 @@ const tech = {
{ {
name: "antiscience", name: "antiscience",
descriptionFunction() { descriptionFunction() {
return `<strong>+66%</strong> <strong class='color-d'>damage</strong><br><strong>10</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>": "<strong class='color-h'>health</strong>"} after picking up a <strong class='color-m'>tech</strong>` return `<strong>+66%</strong> <strong class='color-d'>damage</strong><br><strong>10</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} after picking up a <strong class='color-m'>tech</strong>`
}, },
// description: "<strong>+66%</strong> <strong class='color-d'>damage</strong><br><strong>10</strong> <strong class='color-h'>health</strong> after picking up a <strong class='color-m'>tech</strong>", // description: "<strong>+66%</strong> <strong class='color-d'>damage</strong><br><strong>10</strong> <strong class='color-h'>health</strong> after picking up a <strong class='color-m'>tech</strong>",
maxCount: 1, maxCount: 1,
@@ -3031,7 +3031,7 @@ const tech = {
{ {
name: "negative entropy", name: "negative entropy",
descriptionFunction() { descriptionFunction() {
return `at the start of each <strong>level</strong><br>for every <strong>33%</strong> missing ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>": "<strong class='color-h'>health</strong>"} spawn ${powerUps.orb.heal()}` return `at the start of each <strong>level</strong><br>for every <strong>33%</strong> missing ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} spawn ${powerUps.orb.heal()}`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3091,13 +3091,13 @@ const tech = {
if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2 if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "anthropic principle", name: "anthropic principle",
nameInfo: "<span id = 'tech-anthropic'></span>", nameInfo: "<span id = 'tech-anthropic'></span>",
addNameInfo() { addNameInfo() {
setTimeout(function() { setTimeout(function () {
powerUps.research.changeRerolls(0) powerUps.research.changeRerolls(0)
}, 1000); }, 1000);
}, },
@@ -3116,7 +3116,7 @@ const tech = {
effect() { effect() {
tech.isDeathAvoid = true; tech.isDeathAvoid = true;
tech.isDeathAvoidedThisLevel = false; tech.isDeathAvoidedThisLevel = false;
setTimeout(function() { setTimeout(function () {
powerUps.research.changeRerolls(0) powerUps.research.changeRerolls(0)
}, 1000); }, 1000);
}, },
@@ -3332,7 +3332,7 @@ const tech = {
name: "Bayesian statistics", name: "Bayesian statistics",
// description: `for each ${powerUps.orb.research(1)} in your inventory<br><strong>+3.8%</strong> <strong class='color-d'>damage</strong>`, // description: `for each ${powerUps.orb.research(1)} in your inventory<br><strong>+3.8%</strong> <strong class='color-d'>damage</strong>`,
descriptionFunction() { descriptionFunction() {
return `spawn ${powerUps.orb.research(this.bonusResearch)}<br><strong>+3%</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.research(1)} <em>(${(3*powerUps.research.count).toFixed(0)}%)</em>` return `spawn ${powerUps.orb.research(this.bonusResearch)}<br><strong>+3%</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.research(1)} <em>(${(3 * powerUps.research.count).toFixed(0)}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3513,7 +3513,7 @@ const tech = {
{ {
name: "technical debt", name: "technical debt",
descriptionFunction() { descriptionFunction() {
return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${(Math.floor(100*(Math.min(Math.pow(0.85, tech.totalCount-20), 4 - 0.15 * tech.totalCount)))-100)}%)</em>` return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${(Math.floor(100 * (Math.min(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount))) - 100)}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3594,7 +3594,7 @@ const tech = {
{ {
name: "exciton", name: "exciton",
descriptionFunction() { descriptionFunction() {
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>16%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>` return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>16%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>+${(powerUps.boost.damage * 100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -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)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -4052,13 +4052,13 @@ const tech = {
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
//have state is checked in m.death() //have state is checked in m.death()
}, },
remove() {} remove() { }
}, },
{ {
name: "Occams razor", name: "Occams razor",
descriptionFunction() { descriptionFunction() {
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed <strong>+${this.damagePerRemoved * 100 }%</strong> <strong class='color-d'>damage</strong> <em>(~${(this.count === 0) ? this.damagePerRemoved * 50 * tech.totalCount : this.damage*100}%)</em>` return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed <strong>+${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong> <em>(~${(this.count === 0) ? this.damagePerRemoved * 50 * tech.totalCount : this.damage * 100}%)</em>`
}, },
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -4118,7 +4118,7 @@ const tech = {
tech.tech[choose].isLost = true tech.tech[choose].isLost = true
simulation.updateTechHUD(); simulation.updateTechHUD();
}, },
remove() {} remove() { }
}, },
{ {
name: "Monte Carlo method", name: "Monte Carlo method",
@@ -4137,12 +4137,12 @@ const tech = {
const removeTotal = tech.removeTech() const removeTotal = tech.removeTech()
for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech"); for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
}, },
remove() {} remove() { }
}, },
{ {
name: "strange attractor", name: "strange attractor",
descriptionFunction() { descriptionFunction() {
return `use ${powerUps.orb.research(2)} to spawn <strong>1</strong> <strong class='color-m'>tech</strong> with<br><strong>double</strong> your <strong class='color-dup'>duplication</strong> chance <em>(${(2*tech.duplicationChance()*100).toFixed(0)}%)</em>` return `use ${powerUps.orb.research(2)} to spawn <strong>1</strong> <strong class='color-m'>tech</strong> with<br><strong>double</strong> your <strong class='color-dup'>duplication</strong> chance <em>(${(2 * tech.duplicationChance() * 100).toFixed(0)}%)</em>`
}, },
// description: `use ${powerUps.orb.research(2)} to spawn <strong>1</strong> <strong class='color-m'>tech</strong> with <strong>double</strong><br>your <strong class='color-dup'>duplication</strong> chance <em>(${(2*tech.duplicationChance()*100).toFixed(0)}%)</em>`, // description: `use ${powerUps.orb.research(2)} to spawn <strong>1</strong> <strong class='color-m'>tech</strong> with <strong>double</strong><br>your <strong class='color-dup'>duplication</strong> chance <em>(${(2*tech.duplicationChance()*100).toFixed(0)}%)</em>`,
maxCount: 1, maxCount: 1,
@@ -4161,7 +4161,7 @@ const tech = {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech"); powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
if (Math.random() < tech.duplicationChance() * 2) powerUps.directSpawn(m.pos.x + 10, m.pos.y + 5, "tech"); if (Math.random() < tech.duplicationChance() * 2) powerUps.directSpawn(m.pos.x + 10, m.pos.y + 5, "tech");
}, },
remove() {} remove() { }
}, },
{ {
name: "reinforcement learning", name: "reinforcement learning",
@@ -5939,7 +5939,7 @@ const tech = {
{ {
name: "junk DNA", name: "junk DNA",
descriptionFunction() { descriptionFunction() {
return `<strong>+53%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong> per <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> <em>(${(53*tech.junkCount).toFixed(0)}%)</em><br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool` return `<strong>+53%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong> per <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> <em>(${(53 * tech.junkCount).toFixed(0)}%)</em><br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`
}, },
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
@@ -6730,7 +6730,7 @@ const tech = {
{ {
name: "UHMWPE", name: "UHMWPE",
descriptionFunction() { descriptionFunction() {
return `+${(b.guns[9].ammo*1.25).toFixed(0)}% <strong>harpoon</strong> <strong>rope</strong> <strong>length</strong><br><em>(1/80 of harpoon <strong class='color-ammo'>ammo</strong>)</em>` return `+${(b.guns[9].ammo * 1.25).toFixed(0)}% <strong>harpoon</strong> <strong>rope</strong> <strong>length</strong><br><em>(1/80 of harpoon <strong class='color-ammo'>ammo</strong>)</em>`
}, },
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
@@ -6770,7 +6770,7 @@ const tech = {
{ {
name: "quasiparticles", name: "quasiparticles",
descriptionFunction() { descriptionFunction() {
return `convert current and future ${powerUps.orb.ammo(1)} into ${powerUps.orb.boost(1)} which<br>give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds` return `convert current and future ${powerUps.orb.ammo(1)} into ${powerUps.orb.boost(1)} which<br>give <strong>+${(powerUps.boost.damage * 100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds`
}, },
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
@@ -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,
@@ -7397,7 +7397,7 @@ const tech = {
{ {
name: "dynamic equilibrium", name: "dynamic equilibrium",
descriptionFunction() { descriptionFunction() {
return `increase <strong class='color-d'>damage</strong> by your <strong class='color-defense'>defense</strong> and<br><strong>5%</strong> of your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss &nbsp; <em style = 'font-size:94%;'>(+${(100*Math.max(5,tech.lastHitDamage) * m.lastHit * (2 - m.defense())).toFixed(0)}% damage)</em>` return `increase <strong class='color-d'>damage</strong> by your <strong class='color-defense'>defense</strong> and<br><strong>5%</strong> of your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss &nbsp; <em style = 'font-size:94%;'>(+${(100 * Math.max(5, tech.lastHitDamage) * m.lastHit * (2 - m.defense())).toFixed(0)}% damage)</em>`
}, // = <strong>+${10*m.defense()}%</strong> }, // = <strong>+${10*m.defense()}%</strong>
// descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss<br><strong style = 'font-size:90%;'>(${(tech.lastHitDamage).toFixed(0)}%)(${(100*m.lastHit).toFixed(0)} ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"})(${2 - m.defense()} <strong class='color-defense'>defense</strong>) = ${(100*tech.lastHitDamage * m.lastHit * (2 - m.defense())).toFixed(0)}% <strong class='color-d'>damage</strong></strong> ` }, // = <strong>+${10*m.defense()}%</strong> // descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss<br><strong style = 'font-size:90%;'>(${(tech.lastHitDamage).toFixed(0)}%)(${(100*m.lastHit).toFixed(0)} ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"})(${2 - m.defense()} <strong class='color-defense'>defense</strong>) = ${(100*tech.lastHitDamage * m.lastHit * (2 - m.defense())).toFixed(0)}% <strong class='color-d'>damage</strong></strong> ` }, // = <strong>+${10*m.defense()}%</strong>
isFieldTech: true, isFieldTech: true,
@@ -7543,7 +7543,7 @@ const tech = {
b.randomBot() b.randomBot()
b.randomBot() b.randomBot()
}, },
remove() {} remove() { }
}, },
{ {
name: "bot prototypes", name: "bot prototypes",
@@ -7618,7 +7618,7 @@ const tech = {
} }
notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it
}, },
remove() {} remove() { }
}, },
// { // {
// name: "mycelium manufacturing", // name: "mycelium manufacturing",
@@ -8066,7 +8066,7 @@ const tech = {
{ {
name: "quantum eraser", name: "quantum eraser",
descriptionFunction() { descriptionFunction() {
return `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>+${100-1.6*simulation.difficultyMode**2}%</strong> <strong class='color-dup'>duplication</strong></span>` return `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>+${100 - 1.6 * simulation.difficultyMode ** 2}%</strong> <strong class='color-dup'>duplication</strong></span>`
}, },
// description: `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>100%</strong> <strong class='color-dup'>duplication</strong></span>`, // description: `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>100%</strong> <strong class='color-dup'>duplication</strong></span>`,
isFieldTech: true, isFieldTech: true,
@@ -8605,7 +8605,7 @@ const tech = {
effect() { effect() {
for (let i = 0, len = tech.tech.length; i < len; i++) { for (let i = 0, len = tech.tech.length; i < len; i++) {
tech.tech[i].isJunk = !tech.tech[i].isJunk tech.tech[i].isJunk = !tech.tech[i].isJunk
if (tech.tech[i].isJunk) {} else {} if (tech.tech[i].isJunk) { } else { }
if (tech.tech[i].frequency > 0) { if (tech.tech[i].frequency > 0) {
tech.tech[i].frequency = 0 tech.tech[i].frequency = 0
@@ -8614,7 +8614,7 @@ const tech = {
} }
} }
}, },
remove() {} remove() { }
}, },
// { // {
// name: "pocket dimension", // name: "pocket dimension",
@@ -8642,7 +8642,7 @@ const tech = {
const loop = () => { const loop = () => {
if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) { if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) {
const dmg = Math.floor(27 * Math.random()) * 0.01 const dmg = Math.floor(27 * Math.random()) * 0.01
this.text = `<strong style = "font-family: 'Courier New', monospace;">+${(dmg*100).toFixed(0).padStart(2, '0')}%</strong> <strong class='color-d'>damage</strong>` this.text = `<strong style = "font-family: 'Courier New', monospace;">+${(dmg * 100).toFixed(0).padStart(2, '0')}%</strong> <strong class='color-d'>damage</strong>`
this.damage = 1 + dmg this.damage = 1 + dmg
if (document.getElementById(`damage-JUNK-id${this.id}`)) document.getElementById(`damage-JUNK-id${this.id}`).innerHTML = this.text if (document.getElementById(`damage-JUNK-id${this.id}`)) document.getElementById(`damage-JUNK-id${this.id}`).innerHTML = this.text
setTimeout(() => { setTimeout(() => {
@@ -8686,7 +8686,7 @@ const tech = {
effect() { effect() {
powerUps.spawnDelay("boost", this.spawnCount) powerUps.spawnDelay("boost", this.spawnCount)
}, },
remove() {}, remove() { },
id: 0, id: 0,
text: "", text: "",
delay: 100, delay: 100,
@@ -8698,7 +8698,7 @@ const tech = {
count += 4.5 count += 4.5
const waves = 2 * Math.sin(count * 0.0133) + Math.sin(count * 0.013) + 0.5 * Math.sin(count * 0.031) + 0.33 * Math.sin(count * 0.03) const waves = 2 * Math.sin(count * 0.0133) + Math.sin(count * 0.013) + 0.5 * Math.sin(count * 0.031) + 0.33 * Math.sin(count * 0.03)
this.spawnCount = Math.floor(100 * Math.abs(waves)) this.spawnCount = Math.floor(100 * Math.abs(waves))
this.text = `spawn <strong style = "font-family: 'Courier New', monospace;">${this.spawnCount.toLocaleString(undefined, {minimumIntegerDigits:3})}</strong> ${powerUps.orb.boost(1)}<br>that give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>` this.text = `spawn <strong style = "font-family: 'Courier New', monospace;">${this.spawnCount.toLocaleString(undefined, { minimumIntegerDigits: 3 })}</strong> ${powerUps.orb.boost(1)}<br>that give <strong>+${(powerUps.boost.damage * 100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
if (document.getElementById(`boost-JUNK-id${this.id}`)) document.getElementById(`boost-JUNK-id${this.id}`).innerHTML = this.text if (document.getElementById(`boost-JUNK-id${this.id}`)) document.getElementById(`boost-JUNK-id${this.id}`).innerHTML = this.text
setTimeout(() => { setTimeout(() => {
loop() loop()
@@ -8724,7 +8724,7 @@ const tech = {
effect() { effect() {
if (Math.random() < 0.1) tech.damage *= 8.77 if (Math.random() < 0.1) tech.damage *= 8.77
}, },
remove() {} remove() { }
}, },
{ {
name: "universal healthcare", name: "universal healthcare",
@@ -8738,7 +8738,7 @@ const tech = {
effect() { effect() {
tech.damage *= -1 tech.damage *= -1
}, },
remove() {} remove() { }
}, },
// { // {
// name: "synchrotron", // name: "synchrotron",
@@ -8771,7 +8771,7 @@ const tech = {
level.onLevel = 0 level.onLevel = 0
simulation.clearNow = true //end current level simulation.clearNow = true //end current level
}, },
remove() {} remove() { }
}, },
{ {
name: "panpsychism", name: "panpsychism",
@@ -8795,7 +8795,7 @@ const tech = {
} }
}, 6000); }, 6000);
}, },
remove() {} remove() { }
}, },
{ {
name: "meteor shower", name: "meteor shower",
@@ -8810,7 +8810,7 @@ const tech = {
effect() { effect() {
setInterval(() => { setInterval(() => {
fireBlock = function(xPos, yPos) { fireBlock = function (xPos, yPos) {
const index = body.length const index = body.length
spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random()); spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
const bodyBullet = body[index] const bodyBullet = body[index]
@@ -8838,7 +8838,7 @@ const tech = {
}, 1000); }, 1000);
}, },
remove() {} remove() { }
}, },
{ {
name: "startle response", name: "startle response",
@@ -8864,7 +8864,7 @@ const tech = {
} }
}, 2000); }, 2000);
}, },
remove() {} remove() { }
}, },
{ {
name: "closed timelike curve", name: "closed timelike curve",
@@ -8896,7 +8896,7 @@ const tech = {
} }
requestAnimationFrame(loop); requestAnimationFrame(loop);
}, },
remove() {} remove() { }
}, },
// { // {
// name: "translate", // name: "translate",
@@ -8958,7 +8958,7 @@ const tech = {
tech.giveRandomJUNK() tech.giveRandomJUNK()
tech.giveRandomJUNK() tech.giveRandomJUNK()
}, },
remove() {} remove() { }
}, },
// { // {
// name: "hi", // name: "hi",
@@ -9010,7 +9010,7 @@ const tech = {
} }
requestAnimationFrame(loop); requestAnimationFrame(loop);
}, },
remove() {} remove() { }
}, },
{ {
name: "harvest", name: "harvest",
@@ -9037,7 +9037,7 @@ const tech = {
// } // }
// } // }
}, },
remove() {} remove() { }
}, },
{ {
name: "brainstorm", name: "brainstorm",
@@ -9077,7 +9077,7 @@ const tech = {
for (let i = 0; i < b.guns.length; i++) b.guns[i].ammo = b.guns[i].ammo * Math.pow(2, 10) for (let i = 0; i < b.guns.length; i++) b.guns[i].ammo = b.guns[i].ammo * Math.pow(2, 10)
simulation.updateGunHUD(); simulation.updateGunHUD();
}, },
remove() {} remove() { }
}, },
{ {
name: "palantír", name: "palantír",
@@ -9159,7 +9159,7 @@ const tech = {
const index = Math.min(level.levels.length - 1, level.onLevel) const index = Math.min(level.levels.length - 1, level.onLevel)
level.levels.splice(index, 0, level.levels[index]); level.levels.splice(index, 0, level.levels[index]);
}, },
remove() {} remove() { }
}, },
{ {
name: "negative friction", name: "negative friction",
@@ -9395,7 +9395,7 @@ const tech = {
effect: () => { effect: () => {
//setup audio context //setup audio context
function tone(frequency) { function tone(frequency) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
const oscillator1 = audioCtx.createOscillator(); const oscillator1 = audioCtx.createOscillator();
const gainNode1 = audioCtx.createGain(); const gainNode1 = audioCtx.createGain();
gainNode1.gain.value = 0.5; //controls volume gainNode1.gain.value = 0.5; //controls volume
@@ -9409,7 +9409,7 @@ const tech = {
// let sound = tone(1050) // let sound = tone(1050)
function EBS() { function EBS() {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
const oscillator1 = audioCtx.createOscillator(); const oscillator1 = audioCtx.createOscillator();
const gainNode1 = audioCtx.createGain(); const gainNode1 = audioCtx.createGain();
@@ -9474,7 +9474,7 @@ const tech = {
}, delay); }, delay);
}, delay); }, delay);
}, },
remove() {} remove() { }
}, },
{ {
name: "automatic", name: "automatic",
@@ -9518,7 +9518,7 @@ const tech = {
document.getElementById("defense-bar").style.display = "none" document.getElementById("defense-bar").style.display = "none"
for (let i = 0; i < 20; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); for (let i = 0; i < 20; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
}, },
remove() {} remove() { }
}, },
{ {
name: "not a bug", name: "not a bug",
@@ -9545,7 +9545,7 @@ const tech = {
// for (;;) {} //freezes the tab // for (;;) {} //freezes the tab
}, },
remove() {} remove() { }
}, },
{ {
name: "spinor", name: "spinor",
@@ -9560,7 +9560,7 @@ const tech = {
}, },
requires: "", requires: "",
effect() { effect() {
m.look = function() { m.look = function () {
//always on mouse look //always on mouse look
m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
//smoothed mouse look translations //smoothed mouse look translations
@@ -9596,7 +9596,7 @@ const tech = {
} }
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "decomposers", name: "decomposers",
@@ -9639,7 +9639,7 @@ const tech = {
} }
}, 1000); //every 1 seconds }, 1000); //every 1 seconds
}, },
remove() {} remove() { }
}, },
// { // {
// name: "inverted mouse", // name: "inverted mouse",
@@ -9708,7 +9708,7 @@ const tech = {
simulation.makeGunHUD() simulation.makeGunHUD()
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun"); powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
}, },
remove() {} remove() { }
}, },
{ {
name: "probability", name: "probability",
@@ -9739,7 +9739,7 @@ const tech = {
tech.tech[index].frequency = 100 tech.tech[index].frequency = 100
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "encryption", name: "encryption",
@@ -9754,7 +9754,7 @@ const tech = {
}, },
requires: "", requires: "",
effect() { effect() {
String.prototype.shuffle = function() { String.prototype.shuffle = function () {
var a = this.split(""), var a = this.split(""),
n = a.length; n = a.length;
@@ -9769,7 +9769,7 @@ const tech = {
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle() for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle()
}, },
remove() {} remove() { }
}, },
{ {
name: "quantum leap", name: "quantum leap",
@@ -9789,7 +9789,7 @@ const tech = {
simulation.trails() simulation.trails()
}, 20000); //every 30 seconds }, 20000); //every 30 seconds
}, },
remove() {} remove() { }
}, },
{ {
name: "score", name: "score",
@@ -9809,7 +9809,7 @@ const tech = {
simulation.makeTextLog(`simulation.score <span class='color-symbol'>=</span> ${score.toFixed(0)}`); simulation.makeTextLog(`simulation.score <span class='color-symbol'>=</span> ${score.toFixed(0)}`);
}, 10000); //every 10 seconds }, 10000); //every 10 seconds
}, },
remove() {} remove() { }
}, },
{ {
name: "pop-ups", name: "pop-ups",
@@ -9828,7 +9828,7 @@ const tech = {
alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`); alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`);
}, 30000); //every 30 seconds }, 30000); //every 30 seconds
}, },
remove() {} remove() { }
}, },
{ {
name: "music", name: "music",
@@ -9845,7 +9845,7 @@ const tech = {
effect() { effect() {
window.open('https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn', '_blank') window.open('https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn', '_blank')
}, },
remove() {} remove() { }
}, },
{ {
name: "performance", name: "performance",
@@ -9860,9 +9860,9 @@ const tech = {
}, },
requires: "", requires: "",
effect() { effect() {
(function() { (function () {
var script = document.createElement('script'); var script = document.createElement('script');
script.onload = function() { script.onload = function () {
var stats = new Stats(); var stats = new Stats();
document.body.appendChild(stats.dom); document.body.appendChild(stats.dom);
requestAnimationFrame(function loop() { requestAnimationFrame(function loop() {
@@ -9879,7 +9879,7 @@ const tech = {
document.getElementById("defense-bar").style.left = "86px" document.getElementById("defense-bar").style.left = "86px"
document.getElementById("damage-bar").style.left = "86px" document.getElementById("damage-bar").style.left = "86px"
}, },
remove() {} remove() { }
}, },
{ {
name: "repartitioning", name: "repartitioning",
@@ -9903,7 +9903,7 @@ const tech = {
} }
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech"); for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech");
}, },
remove() {} remove() { }
}, },
{ {
name: "defragment", name: "defragment",
@@ -9922,7 +9922,7 @@ const tech = {
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0 if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
} }
}, },
remove() {} remove() { }
}, },
// { // {
// name: "lubrication", // name: "lubrication",
@@ -9962,7 +9962,7 @@ const tech = {
if (!simulation.paused) ctx.rotate(0.001 * Math.sin(simulation.cycle * 0.01)) if (!simulation.paused) ctx.rotate(0.001 * Math.sin(simulation.cycle * 0.01))
}, 16); }, 16);
}, },
remove() {} remove() { }
}, },
{ {
name: "umbra", name: "umbra",
@@ -9980,7 +9980,7 @@ const tech = {
ctx.shadowColor = '#06f'; ctx.shadowColor = '#06f';
ctx.shadowBlur = 25; ctx.shadowBlur = 25;
}, },
remove() {} remove() { }
}, },
{ {
name: "lighter", name: "lighter",
@@ -9997,7 +9997,7 @@ const tech = {
effect() { effect() {
ctx.globalCompositeOperation = "lighter"; ctx.globalCompositeOperation = "lighter";
}, },
remove() {} remove() { }
}, },
{ {
name: "rewind", name: "rewind",
@@ -10020,7 +10020,7 @@ const tech = {
// setTimeout(() => { m.rewind(120) }, i * 5000); // setTimeout(() => { m.rewind(120) }, i * 5000);
// } // }
}, },
remove() {} remove() { }
}, },
{ {
name: "undo", name: "undo",
@@ -10040,7 +10040,7 @@ const tech = {
m.energy += 0.2 m.energy += 0.2
}, 4000); }, 4000);
}, },
remove() {} remove() { }
}, },
{ {
name: "energy to mass conversion", name: "energy to mass conversion",
@@ -10072,7 +10072,7 @@ const tech = {
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "level.nextLevel()", name: "level.nextLevel()",
@@ -10089,7 +10089,7 @@ const tech = {
effect() { effect() {
level.nextLevel(); level.nextLevel();
}, },
remove() {} remove() { }
}, },
{ {
name: "reincarnation", name: "reincarnation",
@@ -10115,7 +10115,7 @@ const tech = {
} }
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "expert system", name: "expert system",
@@ -10133,7 +10133,7 @@ const tech = {
powerUps.spawn(m.pos.x, m.pos.y, "tech"); powerUps.spawn(m.pos.x, m.pos.y, "tech");
tech.addJunkTechToPool(0.64) tech.addJunkTechToPool(0.64)
}, },
remove() {} remove() { }
}, },
{ {
name: "energy investment", name: "energy investment",
@@ -10158,7 +10158,7 @@ const tech = {
} }
}, 10000); }, 10000);
}, },
remove() {} remove() { }
}, },
{ {
name: "missile launching system", name: "missile launching system",
@@ -10183,7 +10183,7 @@ const tech = {
}, i * 1000); }, i * 1000);
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "grenade production", name: "grenade production",
@@ -10212,7 +10212,7 @@ const tech = {
} }
}, 2000); }, 2000);
}, },
remove() {} remove() { }
}, },
{ {
name: "stubs", name: "stubs",
@@ -10305,7 +10305,7 @@ const tech = {
}, },
requires: "", requires: "",
effect() { effect() {
m.draw = () => {} m.draw = () => { }
}, },
remove() { remove() {
if (this.count) m.resetSkin(); if (this.count) m.resetSkin();
@@ -10367,7 +10367,7 @@ const tech = {
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
}, 100); }, 100);
}, },
remove() {} remove() { }
}, },
{ {
name: "prism", name: "prism",
@@ -10387,12 +10387,12 @@ const tech = {
sat: 100, sat: 100,
light: 50 light: 50
} }
setInterval(function() { setInterval(function () {
m.color.hue++ m.color.hue++
m.setFillColors() m.setFillColors()
}, 10); }, 10);
}, },
remove() {} remove() { }
}, },
// { // {
// name: "microtransactions", // name: "microtransactions",
@@ -10433,7 +10433,7 @@ const tech = {
if (tech.tech[i].name === "relativistic rotation") tech.tech[i].frequency = 10 if (tech.tech[i].name === "relativistic rotation") tech.tech[i].frequency = 10
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "circular symmetry", name: "circular symmetry",
@@ -10463,7 +10463,7 @@ const tech = {
ctx.translate(-canvas.width2, -canvas.height2); //center ctx.translate(-canvas.width2, -canvas.height2); //center
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "assimilation", name: "assimilation",
@@ -10521,7 +10521,7 @@ const tech = {
const index = Math.floor(Math.random() * bots.length) const index = Math.floor(Math.random() * bots.length)
for (let i = 0; i < total; i++) bots[index]() for (let i = 0; i < total; i++) bots[index]()
}, },
remove() {} remove() { }
}, },
{ {
name: "growth hacking", name: "growth hacking",
@@ -10538,7 +10538,7 @@ const tech = {
effect() { effect() {
level.difficultyIncrease(simulation.difficultyMode) level.difficultyIncrease(simulation.difficultyMode)
}, },
remove() {} remove() { }
}, },
{ {
name: "stun", name: "stun",
@@ -10555,7 +10555,7 @@ const tech = {
effect() { effect() {
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480) for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480)
}, },
remove() {} remove() { }
}, },
{ {
name: "translucent", name: "translucent",
@@ -10581,9 +10581,9 @@ const tech = {
// if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0; // if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
// } // }
// simulation.makeGunHUD(); //update gun HUD // simulation.makeGunHUD(); //update gun HUD
b.bulletDraw = () => {}; //make bullets invisible b.bulletDraw = () => { }; //make bullets invisible
}, },
remove() {} remove() { }
}, },
{ {
name: "re-research", name: "re-research",
@@ -10601,7 +10601,7 @@ const tech = {
powerUps.spawnDelay("research", powerUps.research.count); powerUps.spawnDelay("research", powerUps.research.count);
powerUps.research.count = 0 powerUps.research.count = 0
}, },
remove() {} remove() { }
}, },
{ {
name: "black hole", name: "black hole",
@@ -10621,7 +10621,7 @@ const tech = {
powerUps.research.changeRerolls(-4) powerUps.research.changeRerolls(-4)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`) simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`)
}, },
remove() {} remove() { }
}, },
{ {
name: "black hole cluster", name: "black hole cluster",
@@ -10648,7 +10648,7 @@ const tech = {
// who.damageReduction = 0.2 // who.damageReduction = 0.2
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "rule 30", name: "rule 30",
@@ -10660,8 +10660,8 @@ const tech = {
return !build.isExperimentSelection return !build.isExperimentSelection
}, },
requires: "NOT EXPERIMENT MODE", requires: "NOT EXPERIMENT MODE",
effect() {}, effect() { },
remove() {}, remove() { },
state: [ state: [
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false] [false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false]
], ],
@@ -10732,8 +10732,8 @@ const tech = {
return !build.isExperimentSelection return !build.isExperimentSelection
}, },
requires: "NOT EXPERIMENT MODE", requires: "NOT EXPERIMENT MODE",
effect() {}, effect() { },
remove() {}, remove() { },
state: [ state: [
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false] [false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false]
], ],
@@ -10830,7 +10830,7 @@ const tech = {
}, 1250); }, 1250);
}, 1000 * 5 * 60); }, 1000 * 5 * 60);
}, },
remove() {} remove() { }
}, },
{ {
name: "planetesimals", name: "planetesimals",
@@ -10853,7 +10853,7 @@ const tech = {
const bc = new BroadcastChannel('planetesimals'); const bc = new BroadcastChannel('planetesimals');
bc.activated = false bc.activated = false
bc.onmessage = function(ev) { bc.onmessage = function (ev) {
if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech"); if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
if (ev.data === 'death') { if (ev.data === 'death') {
m.death() m.death()
@@ -10865,7 +10865,7 @@ const tech = {
} }
} }
}, },
remove() {} remove() { }
}, },
{ {
name: "tinker", name: "tinker",
@@ -10884,7 +10884,7 @@ const tech = {
localSettings.isJunkExperiment = true localSettings.isJunkExperiment = true
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}, },
remove() {} remove() { }
}, },
{ {
name: "NFT", name: "NFT",
@@ -10902,7 +10902,7 @@ const tech = {
localSettings.personalSeeds.push(Math.initialSeed) localSettings.personalSeeds.push(Math.initialSeed)
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}, },
remove() {} remove() { }
}, },
// { // {
// name: "rule 90", // name: "rule 90",

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);
} }
@@ -512,7 +554,7 @@ summary {
} }
.experiment-grid-disabled[data-descr]:hover::after { .experiment-grid-disabled[data-descr]:hover::after {
content: '\a \00a0 \00a0 \00a0 REQUIRES:\a \00a0 \00a0 \00a0 'attr(data-descr); content: '\a \00a0 \00a0 \00a0 REQUIRES:\a \00a0 \00a0 \00a0 ' attr(data-descr);
white-space: pre-wrap; white-space: pre-wrap;
position: absolute; position: absolute;
left: 0; left: 0;
@@ -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