pulse charge
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions please give feedback on balance (too strong, too weak?) tech shockwave: now applies to all explosions foam gun now gets 20% less ammo
This commit is contained in:
366
js/bullet.js
366
js/bullet.js
@@ -51,8 +51,6 @@ const b = {
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if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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} else {
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b.outOfAmmo()
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}
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if (m.holdingTarget) m.drop();
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}
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@@ -297,17 +295,17 @@ const b = {
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}
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},
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explosionRange() {
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return tech.explosiveRadius * (tech.isExplosionHarm ? 1.8 : 1) * (tech.isSmallExplosion ? 0.8 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
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return tech.explosiveRadius * (tech.isExplosionHarm ? 1.8 : 1) * (tech.isSmallExplosion ? 0.66 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
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},
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explosion(where, radius, color = "rgba(255,25,0,0.6)") { // typically explode is used for some bullets with .onEnd
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radius *= tech.explosiveRadius
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let dist, sub, knock;
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let dmg = radius * 0.013;
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let dmg = radius * 0.013 * (tech.isExplosionStun ? 0.6 : 1);
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if (tech.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
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if (tech.isSmallExplosion) {
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color = "rgba(255,0,30,0.7)"
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radius *= 0.8
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dmg *= 1.6
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radius *= 0.66
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dmg *= 1.66
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}
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if (tech.isExplodeRadio) { //radiation explosion
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@@ -430,6 +428,7 @@ const b = {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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if (tech.isExplosionStun) mobs.statusStun(mob[i], 120)
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radius *= 0.95 //reduced range for each additional explosion target
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damageScale *= 0.87 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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@@ -437,15 +436,16 @@ const b = {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.006);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
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}
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}
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}
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}
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},
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pulse(energy, angle = m.angle) {
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pulse(charge, angle = m.angle) {
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let best;
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let explosionRadius = 1250 * energy
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let range = 3000
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let explosionRadius = 6 * charge
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let range = 5000
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const path = [{
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x: m.pos.x + 20 * Math.cos(angle),
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y: m.pos.y + 20 * Math.sin(angle)
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@@ -529,26 +529,23 @@ const b = {
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};
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}
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}
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if (best.who) b.explosion(path[1], explosionRadius)
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if (tech.isPulseStun) {
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const range = 100 + 2000 * energy
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isShielded) {
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dist = Vector.magnitude(Vector.sub(path[1], mob[i].position)) - mob[i].radius;
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if (dist < range) mobs.statusStun(mob[i], 30 + Math.floor(energy * 60))
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}
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}
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if (best.who) {
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b.explosion(path[1], explosionRadius)
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const off = explosionRadius
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b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
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b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
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}
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//draw laser beam
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ctx.beginPath();
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ctx.moveTo(path[0].x, path[0].y);
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ctx.lineTo(path[1].x, path[1].y);
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ctx.strokeStyle = "rgba(255,0,0,0.13)"
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ctx.lineWidth = 60 * energy / 0.2
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if (charge > 50) {
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ctx.strokeStyle = "rgba(255,0,0,0.10)"
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ctx.lineWidth = 70
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ctx.stroke();
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ctx.strokeStyle = "rgba(255,0,0,0.2)"
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ctx.lineWidth = 18
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}
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ctx.strokeStyle = "rgba(255,0,0,0.25)"
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ctx.lineWidth = 20
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ctx.stroke();
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ctx.strokeStyle = "#f00";
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ctx.lineWidth = 4
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@@ -557,7 +554,7 @@ const b = {
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//draw little dots along the laser path
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const sub = Vector.sub(path[1], path[0])
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const mag = Vector.magnitude(sub)
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for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
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for (let i = 0, len = Math.floor(mag * 0.0005 * charge); i < len; i++) {
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const dist = Math.random()
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simulation.drawList.push({
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x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
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@@ -568,121 +565,121 @@ const b = {
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});
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}
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},
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photon(where, angle = m.angle) {
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let best;
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const path = [{
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x: m.pos.x + 20 * Math.cos(angle),
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y: m.pos.y + 20 * Math.sin(angle)
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},
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{
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x: m.pos.x + range * Math.cos(angle),
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y: m.pos.y + range * Math.sin(angle)
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}
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];
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const vertexCollision = function(v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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//check for collisions
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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if (tech.isPulseAim) { //find mobs in line of sight
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let dist = 2200
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for (let i = 0, len = mob.length; i < len; i++) {
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const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
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if (explosionRadius < newDist &&
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newDist < dist &&
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Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
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Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
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dist = newDist
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best.who = mob[i]
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path[path.length - 1] = mob[i].position
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}
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}
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}
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if (!best.who) {
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vertexCollision(path[0], path[1], mob);
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vertexCollision(path[0], path[1], map);
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vertexCollision(path[0], path[1], body);
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if (best.dist2 != Infinity) { //if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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}
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}
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if (best.who) b.explosion(path[1], explosionRadius)
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// photon(where, angle = m.angle) {
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// let best;
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// const path = [{
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// x: m.pos.x + 20 * Math.cos(angle),
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// y: m.pos.y + 20 * Math.sin(angle)
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// },
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// {
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// x: m.pos.x + range * Math.cos(angle),
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// y: m.pos.y + range * Math.sin(angle)
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// }
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// ];
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// const vertexCollision = function(v1, v1End, domain) {
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// for (let i = 0; i < domain.length; ++i) {
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// let vertices = domain[i].vertices;
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// const len = vertices.length - 1;
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// for (let j = 0; j < len; j++) {
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// results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[j],
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// v2: vertices[j + 1]
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// };
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// }
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// }
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// }
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// results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[0],
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// v2: vertices[len]
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// };
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// }
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// }
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// }
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// };
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// //check for collisions
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// best = {
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// x: null,
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// y: null,
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// dist2: Infinity,
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// who: null,
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// v1: null,
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// v2: null
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// };
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// if (tech.isPulseAim) { //find mobs in line of sight
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// let dist = 2200
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// for (let i = 0, len = mob.length; i < len; i++) {
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// const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
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// if (explosionRadius < newDist &&
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// newDist < dist &&
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// Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
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// Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
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// dist = newDist
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// best.who = mob[i]
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// path[path.length - 1] = mob[i].position
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// }
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// }
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// }
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// if (!best.who) {
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// vertexCollision(path[0], path[1], mob);
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// vertexCollision(path[0], path[1], map);
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// vertexCollision(path[0], path[1], body);
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// if (best.dist2 != Infinity) { //if hitting something
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// path[path.length - 1] = {
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// x: best.x,
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// y: best.y
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// };
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// }
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// }
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// if (best.who) b.explosion(path[1], explosionRadius)
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//draw laser beam
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ctx.beginPath();
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ctx.moveTo(path[0].x, path[0].y);
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ctx.lineTo(path[1].x, path[1].y);
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ctx.strokeStyle = "rgba(255,0,0,0.13)"
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ctx.lineWidth = 60 * energy / 0.2
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ctx.stroke();
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ctx.strokeStyle = "rgba(255,0,0,0.2)"
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ctx.lineWidth = 18
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ctx.stroke();
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ctx.strokeStyle = "#f00";
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ctx.lineWidth = 4
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ctx.stroke();
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// //draw laser beam
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// ctx.beginPath();
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// ctx.moveTo(path[0].x, path[0].y);
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// ctx.lineTo(path[1].x, path[1].y);
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// ctx.strokeStyle = "rgba(255,0,0,0.13)"
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// ctx.lineWidth = 60 * energy / 0.2
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// ctx.stroke();
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// ctx.strokeStyle = "rgba(255,0,0,0.2)"
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// ctx.lineWidth = 18
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// ctx.stroke();
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// ctx.strokeStyle = "#f00";
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// ctx.lineWidth = 4
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// ctx.stroke();
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//draw little dots along the laser path
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const sub = Vector.sub(path[1], path[0])
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const mag = Vector.magnitude(sub)
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for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
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const dist = Math.random()
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simulation.drawList.push({
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x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
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y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
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radius: 1 + 4 * Math.random(),
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color: "rgba(255,0,0,0.5)",
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time: Math.floor(2 + 33 * Math.random() * Math.random())
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});
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}
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},
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// //draw little dots along the laser path
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// const sub = Vector.sub(path[1], path[0])
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// const mag = Vector.magnitude(sub)
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// for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
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// const dist = Math.random()
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// simulation.drawList.push({
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// x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
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// y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
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// radius: 1 + 4 * Math.random(),
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// color: "rgba(255,0,0,0.5)",
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// time: Math.floor(2 + 33 * Math.random() * Math.random())
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// });
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// }
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// },
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grenade() {
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},
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@@ -2226,7 +2223,7 @@ const b = {
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if (this.target.isShielded) {
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this.target.damage(b.dmgScale * this.damage, true); //shield damage bypass
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//shrink if mob is shielded
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const SCALE = 1 - 0.014 / tech.isBulletsLastLonger
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const SCALE = 1 - 0.01 / tech.isBulletsLastLonger
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Matter.Body.scale(this, SCALE, SCALE);
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this.radius *= SCALE;
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} else {
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@@ -2873,7 +2870,7 @@ const b = {
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let closeDist = this.range;
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for (let i = 0, len = mob.length; i < len; ++i) {
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const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
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if (DIST < closeDist && mob[i].isDropPowerUp &&
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if (DIST < closeDist &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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closeDist = DIST;
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@@ -4049,16 +4046,18 @@ const b = {
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name: "foam",
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description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",
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ammo: 0,
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ammoPack: 30,
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ammoPack: 27,
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have: false,
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charge: 0,
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isDischarge: false,
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do() {
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = "rgba(0,50,50,0.2)";
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ctx.fillStyle = "rgba(0,50,50,0.3)";
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ctx.beginPath();
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ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 10 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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const radius = 10 * Math.sqrt(this.charge)
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const mag = 11 + radius
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ctx.arc(m.pos.x + mag * Math.cos(m.angle), m.pos.y + mag * Math.sin(m.angle), radius, 0, 2 * Math.PI);
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ctx.fill();
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if (this.isDischarge) {
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@@ -4094,15 +4093,15 @@ const b = {
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x: position.x,
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y: position.y,
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radius: 5,
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color: "rgba(0,0,0,0.1)",
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color: "rgba(0,50,50,0.3)",
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time: 15 * tech.foamFutureFire
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});
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setTimeout(() => {
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if (!simulation.paused) {
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b.foam(position, Vector.rotate(velocity, spread), radius)
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bullet[bullet.length - 1].damage = (1 + 1.27 * tech.foamFutureFire) * (tech.isFastFoam ? 0.048 : 0.012) //double damage
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bullet[bullet.length - 1].damage = (1 + 0.9 * tech.foamFutureFire) * (tech.isFastFoam ? 0.048 : 0.012) //double damage
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}
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}, 250 * tech.foamFutureFire);
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}, 300 * tech.foamFutureFire);
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} else {
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b.foam(position, Vector.rotate(velocity, spread), radius)
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}
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@@ -4467,14 +4466,43 @@ const b = {
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ammo: 0,
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ammoPack: Infinity,
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have: false,
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nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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charge: 0,
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do() {},
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||||
fire() {
|
||||
|
||||
},
|
||||
fire() {},
|
||||
chooseFireMethod() {
|
||||
this.do = () => {};
|
||||
if (tech.isPulseLaser) {
|
||||
this.fire = this.firePulse
|
||||
this.fire = () => {
|
||||
|
||||
const drain = 0.01 * tech.isLaserDiode / b.fireCD
|
||||
if (m.energy > drain) {
|
||||
m.energy -= m.fieldRegen
|
||||
if (this.charge < 50 * m.maxEnergy) {
|
||||
m.energy -= drain
|
||||
this.charge += 1 / b.fireCD
|
||||
}
|
||||
}
|
||||
}
|
||||
this.do = () => {
|
||||
if (this.charge > 0) {
|
||||
//draw charge level
|
||||
ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
if (!input.fire) {
|
||||
m.fireCDcycle = m.cycle + 10; // cool down
|
||||
if (tech.beamSplitter) {
|
||||
const divergence = m.crouch ? 0.2 : 0.5
|
||||
const angle = m.angle - tech.beamSplitter * divergence / 2
|
||||
for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
|
||||
} else {
|
||||
b.pulse(1.75 * this.charge, m.angle)
|
||||
}
|
||||
this.charge = 0;
|
||||
}
|
||||
}
|
||||
};
|
||||
} else if (tech.beamSplitter) {
|
||||
this.fire = this.fireSplit
|
||||
} else if (tech.historyLaser) {
|
||||
@@ -4627,27 +4655,27 @@ const b = {
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
firePulse() {
|
||||
m.fireCDcycle = m.cycle + Math.floor((tech.isPulseAim ? 25 : 50) * b.fireCD); // cool down
|
||||
let energy = 0.3 * Math.min(m.energy, 1.5)
|
||||
m.energy -= energy * tech.isLaserDiode
|
||||
if (tech.beamSplitter) {
|
||||
// energy *= Math.pow(0.9, tech.beamSplitter)
|
||||
// b.pulse(energy, m.angle)
|
||||
// for (let i = 1; i < 1 + tech.beamSplitter; i++) {
|
||||
// b.pulse(energy, m.angle - i * 0.27)
|
||||
// b.pulse(energy, m.angle + i * 0.27)
|
||||
// firePulse() {
|
||||
// m.fireCDcycle = m.cycle + Math.floor((tech.isPulseAim ? 25 : 50) * b.fireCD); // cool down
|
||||
// let energy = 0.3 * Math.min(m.energy, 1.5)
|
||||
// m.energy -= energy * tech.isLaserDiode
|
||||
// if (tech.beamSplitter) {
|
||||
// // energy *= Math.pow(0.9, tech.beamSplitter)
|
||||
// // b.pulse(energy, m.angle)
|
||||
// // for (let i = 1; i < 1 + tech.beamSplitter; i++) {
|
||||
// // b.pulse(energy, m.angle - i * 0.27)
|
||||
// // b.pulse(energy, m.angle + i * 0.27)
|
||||
// // }
|
||||
// const divergence = m.crouch ? 0.2 : 0.5
|
||||
// const angle = m.angle - tech.beamSplitter * divergence / 2
|
||||
// for (let i = 0; i < 1 + tech.beamSplitter; i++) {
|
||||
// b.pulse(energy, angle + i * divergence)
|
||||
// }
|
||||
const divergence = m.crouch ? 0.2 : 0.5
|
||||
const angle = m.angle - tech.beamSplitter * divergence / 2
|
||||
for (let i = 0; i < 1 + tech.beamSplitter; i++) {
|
||||
b.pulse(energy, angle + i * divergence)
|
||||
}
|
||||
|
||||
} else {
|
||||
b.pulse(energy, m.angle)
|
||||
}
|
||||
},
|
||||
// } else {
|
||||
// b.pulse(energy, m.angle)
|
||||
// }
|
||||
// },
|
||||
},
|
||||
],
|
||||
gunRewind: { //this gun is added with a tech
|
||||
|
||||
12
js/index.js
12
js/index.js
@@ -794,17 +794,7 @@ window.addEventListener("keydown", function(event) {
|
||||
simulation.testing = true;
|
||||
simulation.loop = simulation.testingLoop
|
||||
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'inline'
|
||||
if (!simulation.isCheating) {
|
||||
simulation.isCheating = true;
|
||||
level.levelAnnounce();
|
||||
lore.techCount = 0;
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isLore) {
|
||||
tech.tech[i].frequency = 0;
|
||||
tech.tech[i].count = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (simulation.testing) tech.setCheating();
|
||||
simulation.makeTextLog(
|
||||
`<table class="pause-table">
|
||||
<tr>
|
||||
|
||||
10
js/level.js
10
js/level.js
@@ -12,14 +12,15 @@ const level = {
|
||||
start() {
|
||||
if (level.levelsCleared === 0) { //this code only runs on the first level
|
||||
// simulation.enableConstructMode() //used to build maps in testing mode
|
||||
// level.difficultyIncrease(50)
|
||||
// level.difficultyIncrease(30)
|
||||
// simulation.zoomScale = 1000;
|
||||
// simulation.setZoom();
|
||||
// m.setField("nano-scale manufacturing")
|
||||
// b.giveGuns("foam")
|
||||
// b.giveGuns("laser")
|
||||
// tech.isExplodeRadio = true
|
||||
// for (let i = 0; i < 9; i++) tech.giveTech("auto-loading heuristics")
|
||||
// tech.giveTech("superfluidity")
|
||||
// tech.giveTech("pulse")
|
||||
// tech.giveTech("ice crystal nucleation")
|
||||
// tech.giveTech("needle gun")
|
||||
// tech.giveTech("cardinality")
|
||||
@@ -1109,9 +1110,8 @@ const level = {
|
||||
spawn.mapRect(6700, -1800, 800, 2600); //right wall
|
||||
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
|
||||
|
||||
// simulation.difficulty = 30
|
||||
spawn.starter(1900, -500, 100) //big boy
|
||||
spawn.grower(1900, -500)
|
||||
spawn.starter(1900, -500, 200) //big boy
|
||||
// spawn.grower(1900, -500)
|
||||
// spawn.pulsarBoss(1900, -500)
|
||||
// spawn.shooterBoss(1900, -500)
|
||||
// spawn.launcherBoss(1200, -500)
|
||||
|
||||
@@ -1145,20 +1145,20 @@ const m = {
|
||||
m.fieldCDcycle = m.cycle + 15;
|
||||
m.isHolding = false;
|
||||
//bullet-like collisions
|
||||
m.holdingTarget.collisionFilter.category = cat.bullet; //cat.body;
|
||||
// m.holdingTarget.collisionFilter.category = cat.bullet; //cat.body;
|
||||
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
|
||||
//check every second to see if player is away from thrown body, and make solid
|
||||
const solid = function(that) {
|
||||
const dx = that.position.x - player.position.x;
|
||||
const dy = that.position.y - player.position.y;
|
||||
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
|
||||
that.collisionFilter.category = cat.body; //make solid
|
||||
// that.collisionFilter.category = cat.body; //make solid
|
||||
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
|
||||
} else {
|
||||
setTimeout(solid, 50, that);
|
||||
setTimeout(solid, 40, that);
|
||||
}
|
||||
};
|
||||
setTimeout(solid, 500, m.holdingTarget);
|
||||
setTimeout(solid, 200, m.holdingTarget);
|
||||
|
||||
const charge = Math.min(m.throwCharge / 5, 1)
|
||||
//***** scale throw speed with the first number, 80 *****
|
||||
|
||||
16
js/spawn.js
16
js/spawn.js
@@ -1621,9 +1621,9 @@ const spawn = {
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.2)";
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.3)";
|
||||
ctx.stroke();
|
||||
ctx.lineWidth = 4;
|
||||
ctx.lineWidth = 5;
|
||||
ctx.strokeStyle = "rgba(120,0,255,1)";
|
||||
ctx.stroke();
|
||||
} else { //delay before firing
|
||||
@@ -1631,7 +1631,7 @@ const spawn = {
|
||||
//draw explosion outline
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(120,0,255,0.05)";
|
||||
ctx.fillStyle = "rgba(120,0,255,0.07)";
|
||||
ctx.fill();
|
||||
//draw path from mob to explosion
|
||||
ctx.beginPath();
|
||||
@@ -1639,7 +1639,7 @@ const spawn = {
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.2)";
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.3)";
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
@@ -1741,9 +1741,9 @@ const spawn = {
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.2)";
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.3)";
|
||||
ctx.stroke();
|
||||
ctx.lineWidth = 4;
|
||||
ctx.lineWidth = 5;
|
||||
ctx.strokeStyle = "rgba(255,0,100,1)";
|
||||
ctx.stroke();
|
||||
} else { //delay before firing
|
||||
@@ -1754,7 +1754,7 @@ const spawn = {
|
||||
//draw explosion outline
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(255,0,100,0.05)";
|
||||
ctx.fillStyle = "rgba(255,0,100,0.07)";
|
||||
ctx.fill();
|
||||
//draw path from mob to explosion
|
||||
ctx.beginPath();
|
||||
@@ -1762,7 +1762,7 @@ const spawn = {
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.2)";
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.3)";
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
|
||||
221
js/tech.js
221
js/tech.js
@@ -107,6 +107,17 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
setCheating() {
|
||||
simulation.isCheating = true;
|
||||
level.levelAnnounce();
|
||||
lore.techCount = 0;
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isLore) {
|
||||
tech.tech[i].frequency = 0;
|
||||
tech.tech[i].count = 0;
|
||||
}
|
||||
}
|
||||
},
|
||||
haveGunCheck(name) {
|
||||
if (
|
||||
!build.isExperimentSelection &&
|
||||
@@ -745,7 +756,7 @@
|
||||
},
|
||||
{
|
||||
name: "nitroglycerin",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>60%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>66%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>33%</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -778,6 +789,24 @@
|
||||
tech.isExplosionHarm = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "shock wave",
|
||||
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>40%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1)
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect() {
|
||||
tech.isExplosionStun = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isExplosionStun = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "electric reactive armor",
|
||||
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
|
||||
@@ -1443,9 +1472,9 @@
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
allowed() {
|
||||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole"
|
||||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isEnergyHealth
|
||||
},
|
||||
requires: "mass driver, a field that can hold things",
|
||||
requires: "mass driver, a field that can hold things, not mass-energy",
|
||||
effect() {
|
||||
tech.isBlockHarm = true
|
||||
},
|
||||
@@ -1687,23 +1716,6 @@
|
||||
tech.isHarmFreeze = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "osmoprotectant",
|
||||
description: `collisions with <strong>stunned</strong> or <strong class='color-s'>frozen</strong> mobs<br>cause you <strong>no</strong> <strong class='color-harm'>harm</strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1
|
||||
},
|
||||
requires: "a freezing or stunning effect",
|
||||
effect() {
|
||||
tech.isFreezeHarmImmune = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isFreezeHarmImmune = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "superfluidity",
|
||||
description: "<strong class='color-s'>freeze</strong> effects are applied to a small area",
|
||||
@@ -1721,6 +1733,40 @@
|
||||
tech.isAoESlow = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "osmoprotectant",
|
||||
description: `collisions with <strong>stunned</strong> or <strong class='color-s'>frozen</strong> mobs<br>cause you <strong>no</strong> <strong class='color-harm'>harm</strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isStunField || tech.isExplosionStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1
|
||||
},
|
||||
requires: "a freezing or stunning effect",
|
||||
effect() {
|
||||
tech.isFreezeHarmImmune = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isFreezeHarmImmune = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "fracture analysis",
|
||||
description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isPerpetualStun || tech.isExplosionStun
|
||||
},
|
||||
requires: "a stun effect",
|
||||
effect() {
|
||||
tech.isCrit = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isCrit = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ablative drones",
|
||||
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
|
||||
@@ -2124,9 +2170,9 @@
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
allowed() {
|
||||
return tech.isDamageAfterKill
|
||||
return tech.isDamageAfterKill && !tech.isEnergyHealth
|
||||
},
|
||||
requires: "dormancy",
|
||||
requires: "dormancy, not mass-energy",
|
||||
effect() {
|
||||
tech.isHarmReduceAfterKill = true;
|
||||
},
|
||||
@@ -2553,6 +2599,7 @@
|
||||
if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
|
||||
|
||||
tech.setupAllTech(); // remove all tech
|
||||
if (simulation.isCheating) tech.setCheating();
|
||||
lore.techCount = 0;
|
||||
// tech.addLoreTechToPool();
|
||||
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
|
||||
@@ -4006,7 +4053,7 @@
|
||||
},
|
||||
{
|
||||
name: "quantum foam",
|
||||
description: "<strong>foam</strong> gun fires <strong>0.25</strong> seconds into the <strong>future</strong><br>increase <strong>foam</strong> gun <strong class='color-d'>damage</strong> by <strong>127%</strong>",
|
||||
description: "<strong>foam</strong> gun fires <strong>0.30</strong> seconds into the <strong>future</strong><br>increase <strong>foam</strong> gun <strong class='color-d'>damage</strong> by <strong>90%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -4302,7 +4349,7 @@
|
||||
},
|
||||
{
|
||||
name: "pulse",
|
||||
description: "use <strong>25%</strong> of your <strong class='color-f'>energy</strong> in a pulsed <strong class='color-laser'>laser</strong><br>that instantly initiates a fusion <strong class='color-e'>explosion</strong>",
|
||||
description: "charge your <strong class='color-f'>energy</strong> and release it as a<br><strong class='color-laser'>laser</strong> pulse that initiates an <strong class='color-e'>explosion</strong> cluster",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4326,27 +4373,9 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "shock wave",
|
||||
description: "mobs caught in <strong class='color-laser'>pulse</strong>'s explosion are <strong>stunned</strong><br>for up to <strong>2 seconds</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isPulseLaser
|
||||
},
|
||||
requires: "pulse",
|
||||
effect() {
|
||||
tech.isPulseStun = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isPulseStun = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "neocognitron",
|
||||
description: "<strong class='color-laser'>pulse</strong> automatically <strong>aims</strong> at a nearby mob<br><strong>50%</strong> decreased <strong><em>delay</em></strong> after firing",
|
||||
description: "<strong class='color-laser'>pulse</strong> automatically <strong>aims</strong> at a nearby mob",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4366,6 +4395,28 @@
|
||||
//************************************************** field
|
||||
//************************************************** tech
|
||||
//**************************************************
|
||||
{
|
||||
name: "frequency resonance",
|
||||
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>50%</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
|
||||
},
|
||||
requires: "standing wave harmonics",
|
||||
effect() {
|
||||
tech.frequencyResonance = this.count + 1 // +1 because count updates later
|
||||
m.fieldRange = 175 + 175 * 0.25 * tech.frequencyResonance
|
||||
m.fieldShieldingScale = Math.pow(0.5, tech.frequencyResonance)
|
||||
},
|
||||
remove() {
|
||||
m.fieldRange = 175;
|
||||
m.fieldShieldingScale = 1;
|
||||
tech.frequencyResonance = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "bremsstrahlung",
|
||||
description: "<strong>blocking</strong> does <strong class='color-d'>damage</strong> to mobs",
|
||||
@@ -4402,28 +4453,6 @@
|
||||
tech.blockingIce = 0;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "frequency resonance",
|
||||
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>50%</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
|
||||
},
|
||||
requires: "standing wave harmonics",
|
||||
effect() {
|
||||
tech.frequencyResonance = this.count + 1 // +1 because count updates later
|
||||
m.fieldRange = 175 + 175 * 0.25 * tech.frequencyResonance
|
||||
m.fieldShieldingScale = Math.pow(0.5, tech.frequencyResonance)
|
||||
},
|
||||
remove() {
|
||||
m.fieldRange = 175;
|
||||
m.fieldShieldingScale = 1;
|
||||
tech.frequencyResonance = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "flux pinning",
|
||||
description: "blocking with your <strong>field</strong><br><strong>stuns</strong> mobs for <strong>+2</strong> second",
|
||||
@@ -4442,24 +4471,6 @@
|
||||
tech.isStunField = 0;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "fracture analysis",
|
||||
description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isPerpetualStun
|
||||
},
|
||||
requires: "a stun effect",
|
||||
effect() {
|
||||
tech.isCrit = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isCrit = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "eddy current brake",
|
||||
description: "project a field that limits the <strong>top speed</strong> of mobs<br>field <strong>radius</strong> scales with stored <strong class='color-f'>energy</strong>",
|
||||
@@ -4478,25 +4489,6 @@
|
||||
tech.isPerfectBrake = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "pair production",
|
||||
description: "picking up a <strong>power up</strong> gives you <strong>250</strong> <strong class='color-f'>energy</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
|
||||
},
|
||||
requires: "nano-scale manufacturing",
|
||||
effect: () => {
|
||||
tech.isMassEnergy = true // used in m.grabPowerUp
|
||||
m.energy += 3
|
||||
},
|
||||
remove() {
|
||||
tech.isMassEnergy = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "bot manufacturing",
|
||||
description: "use <strong>nano-scale manufacturing</strong><br>to build <strong>3</strong> random <strong class='color-bot'>bots</strong>",
|
||||
@@ -4608,6 +4600,25 @@
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "pair production",
|
||||
description: "picking up a <strong>power up</strong> gives you <strong>250</strong> <strong class='color-f'>energy</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
|
||||
},
|
||||
requires: "nano-scale manufacturing",
|
||||
effect: () => {
|
||||
tech.isMassEnergy = true // used in m.grabPowerUp
|
||||
m.energy += 3
|
||||
},
|
||||
remove() {
|
||||
tech.isMassEnergy = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "mycelium manufacturing",
|
||||
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
@@ -4688,9 +4699,9 @@
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return m.fieldUpgrades[m.fieldMode].name === "negative mass field"
|
||||
return m.fieldUpgrades[m.fieldMode].name === "negative mass field" && !tech.isEnergyHealth
|
||||
},
|
||||
requires: "negative mass field",
|
||||
requires: "negative mass field, not mass-energy",
|
||||
effect() {
|
||||
tech.isHarmReduce = true
|
||||
},
|
||||
@@ -6304,7 +6315,7 @@
|
||||
isSporeFollow: null,
|
||||
isNailRadiation: null,
|
||||
isEnergyHealth: null,
|
||||
isPulseStun: null,
|
||||
isExplosionStun: null,
|
||||
restDamage: null,
|
||||
isRPG: null,
|
||||
missileCount: null,
|
||||
|
||||
22
todo.txt
22
todo.txt
@@ -1,5 +1,11 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions
|
||||
please give feedback on balance (too strong, too weak?)
|
||||
|
||||
tech shockwave: now applies to all explosions
|
||||
|
||||
foam gun now gets 20% less ammo
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
@@ -18,9 +24,9 @@ fix door.isOpen actually meaning isClosed?
|
||||
wasn't able to understand bug after extensive testing
|
||||
had tech: complex spin statistics
|
||||
|
||||
(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
|
||||
make it so that when you are immune to harm you can either jump on mobs or you pass through them
|
||||
|
||||
(always) is there a way to check if the player is stuck inside the map or block
|
||||
is there a way to check if the player is stuck inside the map or block
|
||||
trigger a short term non-collide if that occurs
|
||||
|
||||
(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
|
||||
@@ -33,8 +39,16 @@ fix door.isOpen actually meaning isClosed?
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
edit foam gun text?
|
||||
add a foam charge meter would be nice
|
||||
avoid taking collision damage by teleporting to a random power up
|
||||
removes the power up
|
||||
|
||||
make a tech that improves all charge guns
|
||||
for: pulse, foam, rail gun
|
||||
effect:
|
||||
faster charge rate?
|
||||
fire speed already does that...
|
||||
harm reduction while charging
|
||||
less ammo/energy used while charging?
|
||||
|
||||
apply the new gun.do functions to other guns
|
||||
rail gun
|
||||
|
||||
Reference in New Issue
Block a user