jump off mobs
you can now jump off mobs while invulnerable includes time dilated pause display text updated with details menus difficulty parameters 0.82->0.84x damage done per level 1.25->1.23x damage taken per level tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken mass-energy equivalence no longer costs 2 research long power up spawns, like from interest or supply chain: will pause new spawns until total power ups are below 300 to reduce lag stop spawning if you take damage bug fixes
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@@ -314,10 +314,7 @@ const powerUps = {
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ctx.fillStyle = `rgba(150,150,150,0.9)`; //`rgba(221,221,221,0.6)`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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});
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// document.getElementById("pause-grid-right").style.opacity = "0.7"
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// document.getElementById("pause-grid-left").style.opacity = "0.7"
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}
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// build.pauseGrid()
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},
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endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
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if (isCanceled) {
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@@ -413,7 +410,7 @@ const powerUps = {
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let text = `<div>
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<div class="grid-container">
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<div class="left-column">
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<input type="range" id="difficulty-slider" name="temp" type="range" step="1" value="1" min="1" max="6" list="values" />
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<input type="range" id="difficulty-slider" name="temp" type="range" step="1" value="1" min="1" max="6" list="values" dir="ltr"/>
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<datalist id="values">
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<option value="1"></option>
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<option value="2"></option>
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@@ -424,18 +421,12 @@ const powerUps = {
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</datalist>
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</div>
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<div class="right-column">
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<div class="row" id="constraint-1"><strong>0.82x</strong> <strong class='color-d'>damage</strong> done per level
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<br><strong>1.25x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
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<div class="row" id="constraint-2"><strong>-5</strong> initial <strong>power ups</strong>
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<br><strong>faster</strong> and <strong>more</strong> mobs per level</div>
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<div class="row" id="constraint-3"><strong>0.82x</strong> <strong class='color-d'>damage</strong> done per level
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<br><strong>1.25x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
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<div class="row" id="constraint-4"><strong>+1</strong> boss per level, <strong>-1</strong> <strong class='color-m'>tech</strong> per boss
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<br><strong>-1</strong> ${powerUps.orb.research()} per level</div>
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<div class="row" id="constraint-5"><strong>0.82x</strong> <strong class='color-d'>damage</strong> done per level
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<br><strong>1.25x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
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<div class="row" id="constraint-6"><strong>3x</strong> chance for <strong>shielded</strong> mobs
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<br><strong>-3</strong> initial power ups</div>
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<div class="row" id="constraint-1"><strong>0.84x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.23x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
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<div class="row" id="constraint-2"><strong>-5</strong> initial <strong>power ups</strong><br><strong>faster</strong> and <strong>more</strong> mobs per level</div>
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<div class="row" id="constraint-3"><strong>0.84x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.23x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
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<div class="row" id="constraint-4"><strong>+1</strong> boss per level, <strong>-1</strong> <strong class='color-m'>tech</strong> per boss<br><strong>-1</strong> ${powerUps.orb.research()} per level</div>
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<div class="row" id="constraint-5"><strong>0.84x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.23x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
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<div class="row" id="constraint-6"><strong>3x</strong> chance for <strong>shielded</strong> mobs<br><strong>-3</strong> initial power ups</div>
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</div>
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<div class="far-right-column">
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<div id = "constraint-1-record">${localSettings.difficultyCompleted[1] ? "⚆" : " "}</div>
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@@ -1446,18 +1437,16 @@ const powerUps = {
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},
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},
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spawnDelay(type, count, delay = 2) {
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const lastHarmCycle = m.lastHarmCycle //stop releasing power ups if you take damage
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count *= delay
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// let totalSpawned = 0
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let cycle = () => {
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if (count > 0) {
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if (m.alive) requestAnimationFrame(cycle);
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if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
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if (m.alive && lastHarmCycle === m.lastHarmCycle) requestAnimationFrame(cycle);
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if (!simulation.paused && !simulation.isChoosing && powerUp.length < 300) { //&& !(simulation.cycle % 2)
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count--
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if (!(count % delay)) {
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const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
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powerUps.spawn(where.x, where.y, type);
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// totalSpawned++
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// if (!(totalSpawned % 10)) delay++
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}
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}
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}
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