wavelength

tech: wavelength - wavelets are longer and have more range
This commit is contained in:
landgreen
2021-05-03 05:55:43 -07:00
parent def6076558
commit ee307266ef
5 changed files with 41 additions and 46 deletions

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.DS_Store vendored

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@@ -3609,9 +3609,9 @@ const b = {
}
}, {
name: "wave beam",
description: "emit a wavelet of <strong>oscillating</strong> particles<br>that propagate through <strong>solids</strong>",
description: "emit a <strong>wavelet</strong> of <strong>oscillating</strong> particles<br>that propagate through <strong>solids</strong>",
ammo: 0,
ammoPack: 80,
ammoPack: 82,
have: false,
packetCounter: 0,
delay: 44,
@@ -3623,10 +3623,6 @@ const b = {
this.packetCounter = 0;
}
}
//draw cooldown ?
},
calculateDamage() {
},
damage: 1,
fire() {
@@ -3635,13 +3631,13 @@ const b = {
bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
angle: m.angle,
cycle: -0.5,
endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 160) * tech.isBulletsLastLonger), // - this.packetCounter + tech.wavePacketLength, //- this.packetCounter + this.packetLength makes the entire packet go away at the same time
endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 160 * tech.wavePacketLength) * tech.isBulletsLastLonger), // - this.packetCounter + tech.wavePacketLength, //- this.packetCounter + this.packetLength makes the entire packet go away at the same time
inertia: Infinity,
frictionAir: 0,
slow: 0,
amplitude: (m.crouch ? 10 : 20) * tech.waveAmplitude * Math.sin(this.packetCounter * tech.wavePacketFrequency) * ((i % 2) ? (tech.isImaginaryWave ? 1 : -1) : 1),
amplitude: (m.crouch ? 10 : 20) * tech.waveAmplitude * Math.sin(this.packetCounter * tech.wavePacketFrequency) * ((i % 2) ? -1 : 1), //(tech.isImaginaryWave ? 1 : -1)
minDmgSpeed: 0,
dmg: b.dmgScale * tech.waveBeamDamage * (tech.isImaginaryWave ? 3 : 1) * tech.waveAmplitude * tech.wavePacketLength / 36, //control damage also when you divide by mob.mass
dmg: b.dmgScale * tech.waveBeamDamage * tech.waveAmplitude * tech.wavePacketLength / 36, //control damage also when you divide by mob.mass //* (tech.isImaginaryWave ? 3 : 1)
classType: "bullet",
collisionFilter: {
category: 0,
@@ -3698,7 +3694,7 @@ const b = {
waveSpeedBody = 1.9
}
if (tech.waveReflections) {
const range = 100
const range = 100 / Math.sqrt(tech.waveFrequency)
bullet[me].reflectCycle = range
bullet[me].do = function() {
if (!m.isBodiesAsleep) {

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@@ -21,7 +21,7 @@ const level = {
// tech.isExplodeRadio = true
// for (let i = 0; i < 1; i++) tech.giveTech("amplitude")
// tech.giveTech("aerogel")
// for (let i = 0; i < 0; i++) tech.giveTech("jabbering")
// for (let i = 0; i < 3; i++) tech.giveTech("wavelength")
// tech.giveTech("phase velocity")
// tech.giveTech("imaginary")
// for (let i = 0; i < 2; i++) tech.giveTech("least action")

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@@ -3614,7 +3614,7 @@
},
{
name: "phase velocity",
description: "<strong>wavelets</strong> propagates faster in solids",
description: "wavelets <strong>propagate</strong> faster in solids",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -3632,7 +3632,7 @@
},
{
name: "bound state",
description: "instead of dissipating normally<br><strong>wavelets</strong> <strong>reflect</strong> backwards <strong>2</strong> times",
description: "instead of dissipating normally<br>wavelets <strong>reflect</strong> backwards <strong>2</strong> times",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3650,7 +3650,7 @@
},
{
name: "wavelength",
description: "<strong>wavelet</strong> length is <strong>25%</strong> longer<br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
description: "wavelet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>33%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3660,8 +3660,8 @@
},
requires: "wave beam",
effect() {
tech.wavePacketLength *= 1.25 //if you change this to not be 36 update /36 in wave .dmg
tech.wavePacketFrequency *= 0.7995
tech.wavePacketLength *= 1.33 //if you change this to not be 36 update /36 in wave .dmg
tech.wavePacketFrequency *= 0.752
tech.waveFrequency *= 0.9
},
remove() {
@@ -3672,7 +3672,7 @@
},
{
name: "amplitude",
description: "<strong>wavelet</strong> amplitude is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
description: "wavelet <strong>amplitude</strong> is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
@@ -3689,8 +3689,8 @@
}
},
{
name: "least action",
description: "<strong>wavelets</strong> propagation speed is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
name: "propagation",
description: "wavelet <strong>propagation speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
@@ -3701,31 +3701,31 @@
requires: "wave beam",
effect() {
tech.waveBeamSpeed -= 2.5;
tech.waveBeamDamage += 0.7 * 0.5
tech.waveBeamDamage += 0.55 * 0.5
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamDamage = 0.7
}
},
{
name: "imaginary",
description: "the <strong>wavelet</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.isImaginaryWave = true
},
remove() {
tech.isImaginaryWave = false
tech.waveBeamDamage = 0.55 //this sets base wave beam damage
}
},
// {
// name: "imaginary",
// description: "the <strong>wavelet</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// allowed() {
// return tech.haveGunCheck("wave beam")
// },
// requires: "wave beam",
// effect() {
// tech.isImaginaryWave = true
// },
// remove() {
// tech.isImaginaryWave = false
// }
// },
{
name: "cruise missile",
description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
@@ -4431,7 +4431,7 @@
}
},
{
name: "slow light propagation",
name: "slow light",
description: "<strong class='color-laser'>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>300%</strong>",
isGunTech: true,
maxCount: 9,

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@@ -1,11 +1,6 @@
******************************************************** NEXT PATCH ********************************************************
harm immunity effects now apply to explosion self damage
tech: CPT grenades no longer harm you
tech: least action - wavelets are slower and do more damage
tech: amplitude - wavelets are taller and do more damage
tech: wavelength - wavelets are longer and do more damage
tech: wavelength - wavelets are longer and have more range
******************************************************** BUGS ********************************************************
@@ -39,11 +34,15 @@ is there a way to check if the player is stuck inside the map or block
******************************************************** TODO ********************************************************
wavelength should do no damage, but give much more length
wave tech: dispersion - add noise and damage to waves
wave tech: chirp - amplitude increases with time
make a system to show current gun damage in pause menu?
mobs that die while frozen produce ice-IX bullets
tech: picking up heal power ups when at full health does harm equal to the heal values
benefit on pick up:
get ammo