tech: aerostat - +88% damage off the ground, but -22% damage on the ground
  negative mass field required

tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
  and some new images
cloaking field has a new graphic for sneak attack on the cross hairs

new community map yingYang by Richard0820

bug fixes
This commit is contained in:
landgreen
2023-02-13 19:48:49 -08:00
parent 9402cf2fe0
commit f8b4b6fde5
23 changed files with 763 additions and 255 deletions

View File

@@ -54,7 +54,7 @@ const cat = {
phased: 0x100000000,
}
const color = { //light
let color = { //light
// background: "#ddd", // used instead: document.body.style.backgroundColor
block: "rgba(140,140,140,0.85)",
blockS: "#222",
@@ -335,7 +335,7 @@ const build = {
<span style="float: right;">press ${input.key.pause} to resume</span>
<br>
<br><strong class='color-d'>damage</strong>: ${((tech.damageFromTech())).toPrecision(4)} &nbsp; &nbsp; difficulty: ${((m.dmgScale)).toPrecision(4)}
<br><strong class='color-defense'>defense</strong>: ${tech.isEnergyHealth ? (1-Math.pow(m.harmReduction(), 0.12)).toPrecision(5) : (1-m.harmReduction()).toPrecision(5) } &nbsp; &nbsp; difficulty: ${(1/simulation.dmgScale).toPrecision(4)}
<br><strong class='color-defense'>defense</strong>: ${tech.isEnergyHealth ? (1-Math.pow(m.harmReduction(), 0.13)).toPrecision(5) : (1-m.harmReduction()).toPrecision(5) } &nbsp; &nbsp; difficulty: ${(1/simulation.dmgScale).toPrecision(4)}
<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
${tech.duplicationChance() ? `<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%`: ""}
${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} &nbsp; <span style = 'font-size:90%;'>`+m.couplingDescription()+"</span>": ""}
@@ -424,6 +424,9 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
} else if (tech.tech[i].isGunTech) {
text += `<div id="${i}-pause-tech" class="pause-grid-module card-background ${ejectClass}" onclick="powerUps.pauseEjectTech(${i})" ${style}>`
text += build.gunTechText(i) + "</div>"
} else if (tech.tech[i].isSkin) {
text += `<div id="${i}-pause-tech" class="pause-grid-module card-background ${ejectClass}" onclick="powerUps.pauseEjectTech(${i})" ${style}>`
text += build.skinTechText(i) + "</div>"
} else {
text += `<div id="${i}-pause-tech" class="pause-grid-module card-background ${ejectClass}" onclick="powerUps.pauseEjectTech(${i})" ${style}>`
text += build.techText(i) + "</div>"
@@ -472,6 +475,14 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
<div class="grid-title" ><div class="circle-grid tech"></div> &nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>`
},
skinTechText(i) {
return `<div class="card-text"> <div class="grid-title">
<span style="position:relative;">
<div class="circle-grid-skin"></div>
<div class="circle-grid-skin-eye"></div>
</span> &nbsp; &nbsp; &nbsp;&nbsp; ${build.nameLink(tech.tech[i].name)} ${tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : ""}</div>
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>`
},
gunTechText(i) {
return `<div class="card-text"> <div class="grid-title">
<span style="position:relative;">
@@ -565,6 +576,9 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
} else if (tech.tech[i].isJunk) {
techID.innerHTML = build.junkTechText(i)
// `<div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}</div>`
} else if (tech.tech[i].isSkin) {
techID.classList.remove('experiment-grid-hide');
techID.innerHTML = build.skinTechText(i)
} else {
techID.innerHTML = build.techText(i)
}
@@ -588,6 +602,8 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
techID.innerHTML = build.gunTechText(i)
} else if (tech.tech[i].isJunk) {
techID.innerHTML = build.junkTechText(i)
} else if (tech.tech[i].isSkin) {
techID.innerHTML = build.skinTechText(i)
} else {
techID.innerHTML = build.techText(i)
}
@@ -661,12 +677,15 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
text += `<div id="tech-${i}" class="experiment-grid-module card-background experiment-grid-disabled" ${style}>`
// text += `<div id="tech-${i}" class="experiment-grid-module card-background experiment-grid-disabled" onclick="build.choosePowerUp(${i},'tech')" ${style}>`
}
if (tech.tech[i].isJunk) {
text += build.junkTechText(i)
if (tech.tech[i].isFieldTech) {
text += build.fieldTechText(i)
} else if (tech.tech[i].isGunTech) {
text += build.gunTechText(i)
} else if (tech.tech[i].isFieldTech) {
text += build.fieldTechText(i)
} else if (tech.tech[i].isSkin) {
text += build.skinTechText(i)
} else if (tech.tech[i].isJunk) {
text += build.junkTechText(i)
} else {
text += build.techText(i)
}