diff --git a/.DS_Store b/.DS_Store
index 305f838..0a677dc 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index b2ed575..91b1c29 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -511,6 +511,7 @@ const b = {
const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
if (explosionRadius < newDist &&
newDist < dist &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
dist = newDist
@@ -1115,7 +1116,7 @@ const b = {
// const futurePos = this.lockedOn ? :Vector.add(this.position, Vector.mult(this.velocity, 50))
for (let i = 0, len = mob.length; i < len; ++i) {
if (
- mob[i].alive && mob[i].isDropPowerUp &&
+ mob[i].alive && !mob[i].isBadTarget && !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0
// && Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
@@ -1578,7 +1579,7 @@ const b = {
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 60 + Math.floor(7 * Math.random()),
- drain: tech.isLaserDiode * tech.laserFieldDrain,
+ drain: 0.7 * tech.isLaserDiode * tech.laserFieldDrain,
isArmed: false,
torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
range: 1500,
@@ -1605,7 +1606,7 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 2000000 &&
- mob[i].isDropPowerUp &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
@@ -1727,15 +1728,15 @@ const b = {
sentry() {
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
this.lookFrequency = simulation.cycle + 60
- this.endCycle = simulation.cycle + 1140
+ this.endCycle = simulation.cycle + 1260
this.do = function() { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (simulation.cycle > this.lookFrequency) {
- this.lookFrequency = 10 + Math.floor(3 * Math.random())
+ this.lookFrequency = 8 + Math.floor(3 * Math.random())
this.do = function() { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(simulation.cycle % this.lookFrequency) && !m.isBodiesAsleep) { //find mob targets
- this.endCycle -= 10
+ this.endCycle -= 8
b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false)
if (!(simulation.cycle % (this.lookFrequency * 6))) {
simulation.drawList.push({
@@ -1771,7 +1772,7 @@ const b = {
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
- mob[i].isDropPowerUp &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
@@ -1785,9 +1786,9 @@ const b = {
},
onEnd() {
if (this.isArmed) {
- b.targetedNail(this.position, 15)
+ b.targetedNail(this.position, 18)
}
- if (isAmmoBack) { //get ammo back from tech.isMineAmmoBack
+ if (tech.isMineAmmoBack && (!this.isArmed || Math.random() < 0.2)) { //get ammo back from tech.isMineAmmoBack
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "mine") {
b.guns[i].ammo++
@@ -1796,6 +1797,15 @@ const b = {
}
}
}
+ // if (isAmmoBack) { //get ammo back from tech.isMineAmmoBack
+ // for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
+ // if (b.guns[i].name === "mine") {
+ // b.guns[i].ammo++
+ // simulation.updateGunHUD();
+ // break;
+ // }
+ // }
+ // }
}
});
bullet[bIndex].torque += bullet[bIndex].inertia * 0.0002 * (0.5 - Math.random())
@@ -1847,7 +1857,7 @@ const b = {
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
- if (mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
+ if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
const targetVector = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
if (dist < closeDist) {
@@ -1967,7 +1977,7 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
- mob[i].isDropPowerUp &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
@@ -2069,7 +2079,7 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
- mob[i].isDropPowerUp &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
@@ -2282,7 +2292,7 @@ const b = {
if (tech.isFoamAttract) {
for (let i = 0, len = mob.length; i < len; i++) {
- if (mob[i].isDropPowerUp && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
+ if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004)
const slow = 0.9
Matter.Body.setVelocity(this, {
@@ -2701,7 +2711,7 @@ const b = {
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
- if (dist2 < 1000000 && mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
+ if (dist2 < 1000000 && !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
this.cd = simulation.cycle + this.delay;
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60))
const radius = 6 + 7 * Math.random()
@@ -2868,7 +2878,7 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
- mob[i].isDropPowerUp &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
@@ -2933,7 +2943,7 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
- mob[i].isDropPowerUp &&
+ !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
@@ -4113,7 +4123,7 @@ const b = {
name: "rail gun",
description: "use energy to launch a high-speed dense rod
hold left mouse to charge, release to fire",
ammo: 0,
- ammoPack: 2.5,
+ ammoPack: 3,
have: false,
do() {},
fire() {
@@ -4164,7 +4174,7 @@ const b = {
}
if (tech.isCapacitor) {
- if ((m.energy > 0.16 || tech.isRailEnergyGain) && m.immuneCycle < m.cycle) {
+ if ((m.energy > 0.16 || tech.isRailEnergyGain)) { //&& m.immuneCycle < m.cycle
m.energy += 0.16 * (tech.isRailEnergyGain ? 6 : -1)
m.fireCDcycle = m.cycle + Math.floor(30 * b.fireCD);
const me = bullet.length;
diff --git a/js/engine.js b/js/engine.js
index a1993d4..a5c5275 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -194,7 +194,7 @@ function collisionChecks(event) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"
- } else if (Math.random() < 0.23 && !tech.isSuperDeterminism) {
+ } else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
type = "research"
}
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
diff --git a/js/level.js b/js/level.js
index b0a5c05..6837e25 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,10 +16,9 @@ const level = {
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("pilot wave")
- // b.giveGuns("wave beam")
// b.giveGuns("laser")
// tech.isExplodeRadio = true
- // tech.giveTech("pulse")
+ // tech.giveTech("fermions")
// tech.giveTech("potential well")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
@@ -27,6 +26,7 @@ const level = {
// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
// tech.giveTech("metastability")
+
level.intro(); //starting level
// level.testing(); //not in rotation
// level.final() //final boss level
@@ -1091,7 +1091,9 @@ const level = {
spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
}
}
- blockDoor(710, -710);
+ // blockDoor(710, -710);
+ // for (let i = 0; i < 30; i++) powerUps.directSpawn(710, -710, "tech");
+
spawn.mapRect(2500, -1200, 200, 750); //right wall
blockDoor(2585, -210)
spawn.mapRect(2500, -200, 200, 300); //right wall
diff --git a/js/mob.js b/js/mob.js
index 38889a1..b7d6eb6 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -1047,11 +1047,9 @@ const mobs = {
this.alive = false; //triggers mob removal in mob[i].replace(i)
if (this.isDropPowerUp) {
-
- if (tech.iceIXOnDeath && this.isSlowed && Math.random() > 0.5) {
- for (let i = 0, len = 3 * Math.sqrt(this.mass) * tech.iceIXOnDeath; i < len; i++) b.iceIX(3, Math.random() * 2 * Math.PI, this.position)
+ if (tech.iceIXOnDeath && this.isSlowed) {
+ for (let i = 0, len = 2 * Math.sqrt(Math.min(this.mass, 25)) * tech.iceIXOnDeath; i < len; i++) b.iceIX(3, Math.random() * 2 * Math.PI, this.position)
}
-
if (tech.deathSpawnsFromBoss || (tech.deathSpawns && this.isDropPowerUp)) {
const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
diff --git a/js/player.js b/js/player.js
index f845447..94e6ba0 100644
--- a/js/player.js
+++ b/js/player.js
@@ -152,7 +152,6 @@ const m = {
m.Vy = player.velocity.y;
//tracks the last 10s of player information
- // console.log(m.history)
m.history.splice(m.cycle % 600, 1, {
position: {
x: player.position.x,
@@ -1120,7 +1119,7 @@ const m = {
if (m.energy > 0.001) {
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle
m.energy -= 0.001 / tech.throwChargeRate;
- m.throwCharge += 0.5 * tech.throwChargeRate / m.holdingTarget.mass
+ m.throwCharge += 0.5 * (tech.throwChargeRate + 2 * tech.isAddBlockMass) / m.holdingTarget.mass
//draw charge
const x = m.pos.x + 15 * Math.cos(m.angle);
const y = m.pos.y + 15 * Math.sin(m.angle);
@@ -1150,14 +1149,14 @@ const m = {
m.fieldCDcycle = m.cycle + 15;
m.isHolding = false;
//bullet-like collisions
- m.holdingTarget.collisionFilter.category = cat.body;
+ m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body;
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
//check every second to see if player is away from thrown body, and make solid
const solid = function(that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
- // that.collisionFilter.category = cat.body; //make solid
+ that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
} else {
setTimeout(solid, 40, that);
@@ -1188,6 +1187,19 @@ const m = {
y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass)
});
m.definePlayerMass() //return to normal player mass
+
+ if (tech.isAddBlockMass) {
+ const expand = function(that, massLimit) {
+ if (that.mass < massLimit) {
+ const scale = 1.05;
+ Matter.Body.scale(that, scale, scale);
+ setTimeout(expand, 20, that, massLimit);
+ }
+ };
+ expand(m.holdingTarget, Math.min(20, m.holdingTarget.mass * 3))
+ }
+
+
}
} else {
m.isHolding = false
@@ -1537,7 +1549,7 @@ const m = {
{
name: "perfect diamagnetism",
// description: "gain energy when blocking
no recoil when blocking",
- description: "blocking does not drain energy
blocking has less recoil
attract power ups from far away",
+ description: "attract power ups from far away
blocking does not drain energy
blocking has 90% less recoil",
effect: () => {
m.fieldShieldingScale = 0;
m.fieldBlockCD = 4;
@@ -1906,6 +1918,7 @@ const m = {
m.walk_cycle += m.flipLegs * m.Vx;
// m.hold();
// m.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
+
b.fire();
// b.bulletRemove();
b.bulletDo();
@@ -3010,7 +3023,7 @@ const m = {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"
- } else if (Math.random() < 0.23 && !tech.isSuperDeterminism) {
+ } else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
type = "research"
}
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
diff --git a/js/simulation.js b/js/simulation.js
index 5f91368..4414782 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -801,7 +801,7 @@ const simulation = {
}
if (tech.relayIce && tech.isFlipFlopOn) {
for (let j = 0; j < tech.relayIce; j++) {
- for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) b.iceIX(2)
+ for (let i = 0, len = Math.ceil(5 * Math.random()); i < len; i++) b.iceIX(2)
}
}
diff --git a/js/spawn.js b/js/spawn.js
index 3c98b28..054a845 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -96,6 +96,7 @@ const spawn = {
me.stroke = "transparent"
me.isShielded = true; //makes it immune to damage
me.leaveBody = false;
+ me.isBadTarget = true;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.mask = 0; //cat.player //| cat.body
@@ -178,6 +179,24 @@ const spawn = {
// spawn.shield(me, x, y, 1);
me.onDeath = function() {
+ //make a block body to replace this one
+ //this body is too big to leave behind in the normal way mobs.replace()
+ const len = body.length;
+ const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
+ body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
+ Matter.Body.setVelocity(body[len], { x: 0, y: -3 });
+ Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
+ body[len].collisionFilter.category = cat.body;
+ body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
+ body[len].classType = "body";
+ World.add(engine.world, body[len]); //add to world
+ const expand = function(that, massLimit) {
+ const scale = 1.05;
+ Matter.Body.scale(that, scale, scale);
+ if (that.mass < massLimit) setTimeout(expand, 20, that, massLimit);
+ };
+ expand(body[len], 200)
+
function unlockExit() {
level.exit.x = 5500;
level.exit.y = -330;
@@ -2460,6 +2479,7 @@ const spawn = {
me.restitution = 0.8;
me.leaveBody = false;
me.isDropPowerUp = false;
+ me.isBadTarget = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
@@ -2511,6 +2531,7 @@ const spawn = {
me.restitution = 1;
me.leaveBody = false;
me.isDropPowerUp = false;
+ me.isBadTarget = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
@@ -2649,6 +2670,7 @@ const spawn = {
me.restitution = 0;
me.leaveBody = false;
me.isDropPowerUp = false;
+ me.isBadTarget = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
@@ -2771,12 +2793,13 @@ const spawn = {
this.cycle = 0
ctx.beginPath();
for (let i = 0; i < mob.length; i++) {
- if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp && mob[i].alive) {
+ if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp && mob[i].alive && !mob[i].isBoss) {
ctx.moveTo(this.position.x, this.position.y)
ctx.lineTo(mob[i].position.x, mob[i].position.y)
spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
}
}
+ if (!this.isShielded && this.alive) spawn.shield(this, this.position.x, this.position.y, 1, true);
ctx.lineWidth = 20
// ctx.lineCap = "round";
ctx.strokeStyle = "rgba(200,200,255,0.9)"
@@ -2919,8 +2942,7 @@ const spawn = {
spawns(x, y, radius = 15) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
- me.onHit = function() {
- //run this function on hitting player
+ me.onHit = function() { //run this function on hitting player
this.explode();
};
// me.stroke = "transparent"
@@ -2930,8 +2952,8 @@ const spawn = {
me.g = 0.00002; //required if using 'gravity'
me.accelMag = 0.00012 * simulation.accelScale;
// me.memory = 30;
+ me.isDropPowerUp = false
me.leaveBody = false;
- me.isDropPowerUp = false;
me.seePlayerFreq = Math.round((80 + 50 * Math.random()) * simulation.lookFreqScale);
me.frictionAir = 0.004;
me.do = function() {
@@ -3223,6 +3245,7 @@ const spawn = {
Matter.Body.setDensity(me, 0.1); //normal is 0.001
me.leaveBody = false;
me.isDropPowerUp = false;
+ me.isBadTarget = true;
me.showHealthBar = false;
// me.isShielded = true
me.collisionFilter.category = cat.mobBullet;
@@ -3243,7 +3266,15 @@ const spawn = {
//damage player
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
- m.damage(0.035 * simulation.dmgScale);
+ const dmg = 0.035 * simulation.dmgScale
+ m.damage(dmg);
+ simulation.drawList.push({ //add dmg to draw queue
+ x: this.position.x,
+ y: this.position.y,
+ radius: dmg * 500,
+ color: simulation.mobDmgColor,
+ time: simulation.drawTime
+ });
this.death();
}
};
@@ -3441,6 +3472,7 @@ const spawn = {
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
+ me.isBadTarget = true;
me.do = function() {
let wireX = -50;
@@ -3508,6 +3540,7 @@ const spawn = {
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
+ me.isBadTarget = true;
me.do = function() {
let wireX = -50 - 20;
@@ -3558,6 +3591,7 @@ const spawn = {
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
+ me.isBadTarget = true;
me.do = function() {
let wireX = -50 - 35;
@@ -3607,6 +3641,7 @@ const spawn = {
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
+ me.isBadTarget = true;
me.do = function() {
let wireX = -50 + 16;
@@ -3656,6 +3691,7 @@ const spawn = {
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
+ me.isBadTarget = true;
me.do = function() {
let wireX = -50 + 26;
diff --git a/js/tech.js b/js/tech.js
index cfc6b6b..4deb46a 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -1481,31 +1481,13 @@
tech.throwChargeRate = 1
}
},
- {
- name: "restitution",
- description: "if a block you threw kills a mob
spawn a heal, ammo, or research",
- maxCount: 1,
- count: 0,
- frequency: 4,
- frequencyDefault: 4,
- allowed() {
- return tech.throwChargeRate > 1 && !tech.isNoHeals && m.fieldUpgrades[m.fieldMode].name !== "pilot wave"
- },
- requires: "mass driver, not ergodicity, pilot wave",
- effect() {
- tech.isBlockPowerUps = true
- },
- remove() {
- tech.isBlockPowerUps = false
- }
- },
{
name: "flywheel",
description: "after a mob dies its body is spun and flung
in the general direction of a nearby mob",
maxCount: 1,
count: 0,
- frequency: 4,
- frequencyDefault: 4,
+ frequency: 3,
+ frequencyDefault: 3,
allowed() {
return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
},
@@ -1517,13 +1499,66 @@
tech.isMobBlockFling = false
}
},
+ {
+ name: "fermions",
+ description: "blocks thrown by you or pilot wave will
collide with intangible mobs, but not you",
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ allowed() {
+ return tech.throwChargeRate > 1
+ },
+ requires: "mass driver",
+ effect() {
+ tech.isBlockBullets = true
+ },
+ remove() {
+ tech.isBlockBullets = false
+ }
+ },
+ {
+ name: "inflation",
+ description: "throwing a block expands it by 300%
increase throw charge rate by 200%",
+ maxCount: 1,
+ count: 0,
+ frequency: 3,
+ frequencyDefault: 3,
+ allowed() {
+ return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave"
+ },
+ requires: "mass driver, not ergodicity, pilot wave",
+ effect() {
+ tech.isAddBlockMass = true
+ },
+ remove() {
+ tech.isAddBlockMass = false
+ }
+ },
+ {
+ name: "restitution",
+ description: "if a block you threw kills a mob
spawn a heal, ammo, or research",
+ maxCount: 1,
+ count: 0,
+ frequency: 3,
+ frequencyDefault: 3,
+ allowed() {
+ return tech.throwChargeRate > 1 && !tech.isNoHeals && m.fieldUpgrades[m.fieldMode].name !== "pilot wave"
+ },
+ requires: "mass driver, not ergodicity, pilot wave",
+ effect() {
+ tech.isBlockPowerUps = true
+ },
+ remove() {
+ tech.isBlockPowerUps = false
+ }
+ },
{
name: "inelastic collision",
description: "while you are holding a block
reduce harm by 85%",
maxCount: 1,
count: 0,
- frequency: 4,
- frequencyDefault: 4,
+ frequency: 3,
+ frequencyDefault: 3,
allowed() {
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isEnergyHealth
},
@@ -1664,7 +1699,7 @@
},
{
name: "thermocouple",
- description: "if relay switch is in the ON state
condense 1-3 ice IX crystals every second",
+ description: "if relay switch is in the ON state
condense 1-5 ice IX crystals every second",
maxCount: 9,
count: 0,
frequency: 4,
@@ -1736,7 +1771,7 @@
},
{
name: "crystallizer",
- description: "after frozen mobs die
they have a chance shatter into ice IX crystals",
+ description: "after frozen mobs die they
shatter into ice IX crystals",
maxCount: 9,
count: 0,
frequency: 2,
@@ -5118,24 +5153,6 @@
tech.pilotForce = 0.00002
}
},
- {
- name: "fermions",
- description: "after a block is affected by pilot wave it
collides with intangible mobs, but not you",
- isFieldTech: true,
- maxCount: 1,
- count: 0,
- frequency: 2,
- allowed() {
- return m.fieldUpgrades[m.fieldMode].name === "pilot wave"
- },
- requires: "pilot wave",
- effect() {
- tech.isBlockBullets = true
- },
- remove() {
- tech.isBlockBullets = false
- }
- },
{
name: "cosmic string",
description: "stun and do radioactive damage to mobs
if you tunnel through them with a wormhole",
@@ -5404,6 +5421,46 @@
// tech.wimpExperiment = 0
// }
// },
+ {
+ name: "posture",
+ description: "stand a bit taller",
+ maxCount: 1,
+ count: 0,
+ frequency: 0,
+ isExperimentHide: true,
+ isJunk: true,
+ allowed() {
+ return !m.isShipMode
+ },
+ requires: "",
+ effect() {
+ m.yOffWhen.stand = 70
+ },
+ remove() {
+ m.yOffWhen.stand = 49
+ }
+ },
+ {
+ name: "rhythm",
+ description: "you oscillate up and down",
+ maxCount: 1,
+ count: 0,
+ frequency: 0,
+ isExperimentHide: true,
+ isJunk: true,
+ isNonRefundable: true,
+ allowed() {
+ return !m.isShipMode
+ },
+ requires: "",
+ effect() {
+ setInterval(() => {
+ m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
+ if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
+ }, 100);
+ },
+ remove() {}
+ },
{
name: "spinor",
description: "the direction you aim is determined by your position",
@@ -6464,7 +6521,9 @@
}, 1);
},
remove() {
- this.maxCount = lore.techGoal
+ lore.techCount = 0;
+ this.maxCount = lore.techGoal;
+ this.description = `this`
}
}
],
@@ -6735,5 +6794,6 @@
isCollisionRealitySwitch: null,
iceIXOnDeath: null,
wimpCount: null,
- isBlockBullets: null
+ isBlockBullets: null,
+ isAddBlockMass: null
}
\ No newline at end of file
diff --git a/todo.txt b/todo.txt
index 2768939..8b0a66f 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,14 +1,9 @@
******************************************************** NEXT PATCH ********************************************************
-fermions: after a block is affected by pilot wave it collides with intangible mobs, but not you
+
******************************************************** BUGS ********************************************************
-mine reclamation is giving mine ammo back after you fire, not after explode
-
-undefined count did not seem to reset between games
- only display not reset
-
Why does micro-extruder lag so much anyway
blue triangle boss can move backwards and aim away from you if set up properly
@@ -51,15 +46,19 @@ is there a way to check if the player is stuck inside the map or block
******************************************************** TODO ********************************************************
+tech: pilot wave is projected from the player, not the mouse
+ maybe also make field move slower? (adjust smoothing function)
+ less energy drain?
+ does damage to mobs caught in field?
+
+tech: wormhole through walls
+
pause should show the last in game console message
Make ice crystal + rivet gun/needle gun launch freezing rivets/needles with increased energy drain
WIMPS are cool, but the 2-3 research isn't enough incentive?
-tech: pilot wave is projected from the player, not the mouse
- give pilot wave a buff?
-
tech: MACHO - spawn a mob like WIMP that follows you and gives you a bonus
if it touches WIMP they explode