switchWorlds
reworked m.switchWorlds() (used in many-worlds and similar effects)
no longer has extra bot build up
effects that carry over into next world:
your total tech count
effects of non-removeable tech, like determinism
mass production research ramps up by 5->4 each time
bot fabrications cost ramp is increased to (+1 per 4)-->(+1 per 3)
lowered minimum threshold for making small heals from over healing to 13->20 health
snakeBoss invulnerable phase is 5->4 seconds long
time dilation disables level based lasers
adjusted laser sensor paths on substructure level
move splash screen buttons to bottom right
added a start button
details menus in splash screen now have individual widths instead of sharing with each other
bugs
non-renewables change color for ammo power ups on current level
This commit is contained in:
33
js/bullet.js
33
js/bullet.js
@@ -624,7 +624,7 @@ const b = {
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clusterExplode(where, size) { //can occur after grenades detonate
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const cycle = () => {
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if (m.alive) {
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if (simulation.paused || m.isBodiesAsleep) {
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if (simulation.paused || m.isTimeDilated) {
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requestAnimationFrame(cycle)
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} else {
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count++
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@@ -643,7 +643,7 @@ const b = {
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const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
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const cycle = () => {
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if (m.alive) {
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if (simulation.paused || m.isBodiesAsleep) {
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if (simulation.paused || m.isTimeDilated) {
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requestAnimationFrame(cycle)
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} else {
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count++
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@@ -668,7 +668,7 @@ const b = {
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const range = size * Math.sqrt(b.explosionRange())
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const cycle = () => {
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if (m.alive) {
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if (simulation.paused || m.isBodiesAsleep) {
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if (simulation.paused || m.isTimeDilated) {
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requestAnimationFrame(cycle)
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} else {
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if (count < 30 && m.alive) requestAnimationFrame(cycle);
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@@ -4505,14 +4505,15 @@ const b = {
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}
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},
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zeroBotCount() { //remove all bots
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tech.dynamoBotCount = 0
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tech.laserBotCount = 0
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tech.nailBotCount = 0
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tech.foamBotCount = 0
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tech.soundBotCount = 0
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tech.boomBotCount = 0
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tech.orbitBotCount = 0
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tech.missileBotCount = 0
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tech.dynamoBotCount = 0;
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tech.nailBotCount = 0;
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tech.laserBotCount = 0;
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tech.orbitBotCount = 0;
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tech.foamBotCount = 0;
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tech.soundBotCount = 0;
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tech.boomBotCount = 0;
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tech.plasmaBotCount = 0;
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tech.missileBotCount = 0;
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},
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respawnBots() {
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for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({
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@@ -5032,7 +5033,7 @@ const b = {
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} else { //fire mode: quickly fire at targets and doesn't follow player
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this.fire()
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}
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if (!m.isBodiesAsleep) { //update current waves
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if (!m.isTimeDilated) { //update current waves
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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@@ -5713,7 +5714,7 @@ const b = {
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b.needle()
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function cycle() {
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if (simulation.paused || m.isBodiesAsleep) {
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if (simulation.paused || m.isTimeDilated) {
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requestAnimationFrame(cycle)
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} else {
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count++
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@@ -5728,7 +5729,7 @@ const b = {
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b.needle()
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function cycle() {
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if (simulation.paused || m.isBodiesAsleep) {
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if (simulation.paused || m.isTimeDilated) {
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requestAnimationFrame(cycle)
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} else {
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count++
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@@ -6356,7 +6357,7 @@ const b = {
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},
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do() { },
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do360Longitudinal() {
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if (!m.isBodiesAsleep) {
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if (!m.isTimeDilated) {
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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@@ -6453,7 +6454,7 @@ const b = {
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})
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},
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doLongitudinal() {
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if (!m.isBodiesAsleep) {
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if (!m.isTimeDilated) {
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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