wavelength
tech: wavelength - wavelets are longer and have more range
This commit is contained in:
16
js/bullet.js
16
js/bullet.js
@@ -3609,9 +3609,9 @@ const b = {
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}
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}
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}, {
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}, {
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name: "wave beam",
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name: "wave beam",
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description: "emit a wavelet of <strong>oscillating</strong> particles<br>that propagate through <strong>solids</strong>",
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description: "emit a <strong>wavelet</strong> of <strong>oscillating</strong> particles<br>that propagate through <strong>solids</strong>",
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ammo: 0,
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ammo: 0,
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ammoPack: 80,
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ammoPack: 82,
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have: false,
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have: false,
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packetCounter: 0,
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packetCounter: 0,
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delay: 44,
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delay: 44,
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@@ -3623,10 +3623,6 @@ const b = {
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this.packetCounter = 0;
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this.packetCounter = 0;
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}
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}
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}
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}
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//draw cooldown ?
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},
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calculateDamage() {
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},
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},
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damage: 1,
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damage: 1,
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fire() {
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fire() {
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@@ -3635,13 +3631,13 @@ const b = {
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
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angle: m.angle,
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angle: m.angle,
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cycle: -0.5,
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cycle: -0.5,
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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
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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
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inertia: Infinity,
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inertia: Infinity,
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frictionAir: 0,
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frictionAir: 0,
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slow: 0,
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slow: 0,
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amplitude: (m.crouch ? 10 : 20) * tech.waveAmplitude * Math.sin(this.packetCounter * tech.wavePacketFrequency) * ((i % 2) ? (tech.isImaginaryWave ? 1 : -1) : 1),
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amplitude: (m.crouch ? 10 : 20) * tech.waveAmplitude * Math.sin(this.packetCounter * tech.wavePacketFrequency) * ((i % 2) ? -1 : 1), //(tech.isImaginaryWave ? 1 : -1)
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minDmgSpeed: 0,
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minDmgSpeed: 0,
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dmg: b.dmgScale * tech.waveBeamDamage * (tech.isImaginaryWave ? 3 : 1) * tech.waveAmplitude * tech.wavePacketLength / 36, //control damage also when you divide by mob.mass
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dmg: b.dmgScale * tech.waveBeamDamage * tech.waveAmplitude * tech.wavePacketLength / 36, //control damage also when you divide by mob.mass //* (tech.isImaginaryWave ? 3 : 1)
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classType: "bullet",
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classType: "bullet",
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collisionFilter: {
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collisionFilter: {
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category: 0,
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category: 0,
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@@ -3698,7 +3694,7 @@ const b = {
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waveSpeedBody = 1.9
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waveSpeedBody = 1.9
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}
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}
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if (tech.waveReflections) {
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if (tech.waveReflections) {
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const range = 100
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const range = 100 / Math.sqrt(tech.waveFrequency)
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bullet[me].reflectCycle = range
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bullet[me].reflectCycle = range
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bullet[me].do = function() {
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bullet[me].do = function() {
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if (!m.isBodiesAsleep) {
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if (!m.isBodiesAsleep) {
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@@ -21,7 +21,7 @@ const level = {
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// tech.isExplodeRadio = true
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 1; i++) tech.giveTech("amplitude")
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// for (let i = 0; i < 1; i++) tech.giveTech("amplitude")
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// tech.giveTech("aerogel")
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// tech.giveTech("aerogel")
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// for (let i = 0; i < 0; i++) tech.giveTech("jabbering")
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// for (let i = 0; i < 3; i++) tech.giveTech("wavelength")
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// tech.giveTech("phase velocity")
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// tech.giveTech("phase velocity")
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// tech.giveTech("imaginary")
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// tech.giveTech("imaginary")
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// for (let i = 0; i < 2; i++) tech.giveTech("least action")
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// for (let i = 0; i < 2; i++) tech.giveTech("least action")
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58
js/tech.js
58
js/tech.js
@@ -3614,7 +3614,7 @@
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},
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},
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{
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{
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name: "phase velocity",
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name: "phase velocity",
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description: "<strong>wavelets</strong> propagates faster in solids",
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description: "wavelets <strong>propagate</strong> faster in solids",
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isGunTech: true,
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isGunTech: true,
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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@@ -3632,7 +3632,7 @@
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},
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},
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{
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{
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name: "bound state",
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name: "bound state",
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description: "instead of dissipating normally<br><strong>wavelets</strong> <strong>reflect</strong> backwards <strong>2</strong> times",
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description: "instead of dissipating normally<br>wavelets <strong>reflect</strong> backwards <strong>2</strong> times",
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isGunTech: true,
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isGunTech: true,
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maxCount: 9,
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maxCount: 9,
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count: 0,
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count: 0,
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@@ -3650,7 +3650,7 @@
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},
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},
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{
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{
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name: "wavelength",
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name: "wavelength",
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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",
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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",
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isGunTech: true,
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isGunTech: true,
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maxCount: 9,
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maxCount: 9,
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count: 0,
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count: 0,
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@@ -3660,8 +3660,8 @@
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},
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},
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requires: "wave beam",
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requires: "wave beam",
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effect() {
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effect() {
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tech.wavePacketLength *= 1.25 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketLength *= 1.33 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketFrequency *= 0.7995
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tech.wavePacketFrequency *= 0.752
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tech.waveFrequency *= 0.9
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tech.waveFrequency *= 0.9
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},
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},
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remove() {
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remove() {
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@@ -3672,7 +3672,7 @@
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},
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},
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{
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{
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name: "amplitude",
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name: "amplitude",
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description: "<strong>wavelet</strong> amplitude is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
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description: "wavelet <strong>amplitude</strong> is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
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isGunTech: true,
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isGunTech: true,
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maxCount: 3,
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maxCount: 3,
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count: 0,
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count: 0,
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@@ -3689,8 +3689,8 @@
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}
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}
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},
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},
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{
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{
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name: "least action",
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name: "propagation",
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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>",
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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>",
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isGunTech: true,
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isGunTech: true,
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maxCount: 3,
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maxCount: 3,
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count: 0,
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count: 0,
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@@ -3701,31 +3701,31 @@
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requires: "wave beam",
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requires: "wave beam",
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effect() {
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effect() {
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tech.waveBeamSpeed -= 2.5;
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tech.waveBeamSpeed -= 2.5;
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tech.waveBeamDamage += 0.7 * 0.5
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tech.waveBeamDamage += 0.55 * 0.5
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},
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},
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remove() {
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.7
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tech.waveBeamDamage = 0.55 //this sets base wave beam damage
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}
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},
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{
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name: "imaginary",
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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>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.isImaginaryWave = true
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},
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remove() {
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tech.isImaginaryWave = false
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}
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}
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},
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},
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// {
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// name: "imaginary",
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// 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>",
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// isGunTech: true,
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// allowed() {
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// return tech.haveGunCheck("wave beam")
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// },
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// requires: "wave beam",
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// effect() {
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// tech.isImaginaryWave = true
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// },
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// remove() {
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// tech.isImaginaryWave = false
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// }
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// },
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{
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{
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name: "cruise missile",
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name: "cruise missile",
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description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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@@ -4431,7 +4431,7 @@
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}
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}
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},
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},
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{
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{
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name: "slow light propagation",
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name: "slow light",
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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>",
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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>",
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isGunTech: true,
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isGunTech: true,
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maxCount: 9,
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maxCount: 9,
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11
todo.txt
11
todo.txt
@@ -1,11 +1,6 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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harm immunity effects now apply to explosion self damage
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tech: wavelength - wavelets are longer and have more range
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tech: CPT grenades no longer harm you
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tech: least action - wavelets are slower and do more damage
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tech: amplitude - wavelets are taller and do more damage
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tech: wavelength - wavelets are longer and do more damage
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******************************************************** BUGS ********************************************************
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******************************************************** BUGS ********************************************************
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@@ -39,11 +34,15 @@ is there a way to check if the player is stuck inside the map or block
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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wavelength should do no damage, but give much more length
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wave tech: dispersion - add noise and damage to waves
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wave tech: dispersion - add noise and damage to waves
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wave tech: chirp - amplitude increases with time
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wave tech: chirp - amplitude increases with time
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make a system to show current gun damage in pause menu?
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make a system to show current gun damage in pause menu?
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mobs that die while frozen produce ice-IX bullets
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tech: picking up heal power ups when at full health does harm equal to the heal values
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tech: picking up heal power ups when at full health does harm equal to the heal values
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benefit on pick up:
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benefit on pick up:
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get ammo
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get ammo
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