invisible map element bug fixed
cloaking field no longer gets smaller when you are low on energy invisible map element bug fixed
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@@ -3803,6 +3803,7 @@ const b = {
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if (tech.isIceCrystals) {
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bullet[bullet.length - 1].beforeDmg = function(who) {
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mobs.statusSlow(who, 60)
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if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 2.6 : 0.65), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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@@ -3810,7 +3811,7 @@ const b = {
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if (m.energy < 0.01) {
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m.fireCDcycle = m.cycle + 60; // cool down
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} else {
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m.energy -= m.fieldRegen + 0.009
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m.energy -= m.fieldRegen + 0.008
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}
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}
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},
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@@ -4610,7 +4611,7 @@ const b = {
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name: "spores",
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description: "fire a <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> seek out nearby mobs",
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ammo: 0,
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ammoPack: 3,
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ammoPack: 2.3,
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have: false,
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do() {},
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fire() {
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@@ -7,12 +7,12 @@ const level = {
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defaultZoom: 1400,
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onLevel: -1,
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levelsCleared: 0,
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playableLevels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "labs"],
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
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levels: [],
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// localSettings.levelsClearedLastGame = 10
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// tech.isFieldFree = true
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@@ -56,6 +56,7 @@ const level = {
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// lore.techCount = 6
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simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 3; //this sets what conversation is heard
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@@ -1933,7 +1934,7 @@ const level = {
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spawn.mapVertex(x + 250, y + -1700, hexagon150);
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spawn.mapVertex(x + 725, y + -1950, hexagon150);
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spawn.mapVertex(x + 1200, y + -2200, hexagon150);
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const numberOfMapElementsAdded = 13
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const numberOfMapElementsAdded = 11
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for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
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spawn.randomMob(x + 1075, y + -1500, mobSpawnChance);
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@@ -1986,7 +1987,7 @@ const level = {
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empty = emptyOptions[Math.floor(Math.random() * emptyOptions.length)];
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loot = lootOptions[Math.floor(Math.random() * lootOptions.length)];
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upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
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// upDown = upDownOptions[0] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
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// upDown = upDownOptions[1] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
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//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
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//rooms
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let rooms = ["loot", "enter", "empty", "exit"]
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@@ -2204,7 +2204,7 @@ const m = {
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}
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function drawField() {
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m.fieldPhase += 0.007 + 0.07 * (1 - energy)
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m.fieldPhase += 0.007
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const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
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ctx.beginPath();
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ctx.ellipse(m.pos.x, m.pos.y, m.fieldDrawRadius * (1 - wiggle), m.fieldDrawRadius * (1 + wiggle), m.fieldPhase, 0, 2 * Math.PI);
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@@ -2220,15 +2220,15 @@ const m = {
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ctx.clip();
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}
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const energy = Math.max(0.01, Math.min(m.energy, 1))
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// const energy = Math.max(0.01, Math.min(m.energy, 1))
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if (m.isCloak) {
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this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
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m.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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m.fieldDrawRadius = this.fieldRange * 0.9 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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drawField()
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} else {
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if (this.fieldRange < 3000) {
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this.fieldRange += 200
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m.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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m.fieldDrawRadius = this.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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drawField()
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}
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}
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21
todo.txt
21
todo.txt
@@ -1,14 +1,7 @@
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******************************************************** NEXT PATCH ********************************************************
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new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers
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tech: cross disciplinary - get an extra gun or field option in tech menu
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now that you can scroll the selection menu can be longer
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unified field theory - now gives 6 research, in addition to letting you switch fields when paused
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cardinality renamed emergence - and gives some JUNK
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bug fix where game crashes if you beat the boss
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cloaking field no longer gets smaller when you are low on energy
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invisible map element bug fixed
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******************************************************** TODO ********************************************************
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@@ -190,16 +183,6 @@ n-gon outreach ideas
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******************************************************** BUGS ********************************************************
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map elements from labs not getting removed from matter.js, but they are removed from map[]
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seems to always be the top right room near the center. why???
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these 1-2 elements are probalby the last elements added to the engine
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floor in labs loot room, showed up on warehouse map once, invisible
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button floor and shelf that drops blocks from labs showed up invisible on next levels
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2 thin floors in loot room, rectangles
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2 of the 5 elements were not rectangles
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is labs too big?
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add a delay for loading maps?
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Matter.World module has now been replaced by Matter.Composite (is this a possible fix?)
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// for (let i = 0; i < array.length; ++i) Matter.World.remove(engine.world, array[i]);
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for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
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