more orbs in text
replaced tech, field, and gun text with orbs orbs length scale with px->em cleaned up simulation variables text in pause menu some minor tech description changes total tech count no longer includes instant tech or removed tech tech: planned obsolescence - at the start of each level eject your oldest tech and gain 1.1 damage heuristics 1.3 -> between 1 and 1.5 fire rate combinatorial optimization 1.35->1.4 damage difficulty reduction per level 0.85->0.87x damage done 1.23->1.22 damage taken
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24
js/spawn.js
24
js/spawn.js
@@ -5530,7 +5530,7 @@ const spawn = {
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me.torqueMagnitude = 0.00024 * me.inertia * (Math.random() > 0.5 ? -1 : 1);
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me.delay = 70 + 70 * simulation.CDScale;
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me.cd = 0;
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me.swordRadius = 0;
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me.swordRadius = 50;
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me.swordVertex = 1
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me.swordRadiusMax = 1100 + 20 * simulation.difficulty;
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me.swordRadiusGrowRate = me.swordRadiusMax * (0.005 + 0.0003 * simulation.difficulty)
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@@ -5564,15 +5564,16 @@ const spawn = {
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Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
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) {
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//find vertex farthest away from player
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let dist = 0
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for (let i = 0, len = this.vertices.length; i < len; i++) {
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const D = Vector.magnitudeSquared(Vector.sub({ x: this.vertices[i].x, y: this.vertices[i].y }, m.pos))
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if (D > dist) {
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dist = D
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this.swordVertex = i
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}
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}
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this.laserAngle = this.swordVertex / 5 * 2 * Math.PI + 0.6283
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// let dist = 0
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// for (let i = 0, len = this.vertices.length; i < len; i++) {
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// const D = Vector.magnitudeSquared(Vector.sub({ x: this.vertices[i].x, y: this.vertices[i].y }, m.pos))
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// if (D > dist) {
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// dist = D
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// this.swordVertex = i
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// }
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// }
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// this.laserAngle = this.swordVertex / 5 * 2 * Math.PI + 0.6283
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this.sword = this.swordGrow
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Matter.Body.setVelocity(this, { x: 0, y: 0 });
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Matter.Body.setAngularVelocity(this, 0)
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@@ -5581,6 +5582,7 @@ const spawn = {
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this.isInvulnerable = true
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this.frictionAir = 1
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}
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this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle); //always see the tip of the sword
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}
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me.sword = me.swordWaiting //base function that changes during different aspects of the sword swing
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me.swordGrow = function () {
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@@ -5606,7 +5608,7 @@ const spawn = {
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this.spinCount++
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if (this.spinCount > 80) {
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this.sword = this.swordWaiting
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this.swordRadius = 0
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this.swordRadius = 50
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this.accelMag = 0.001 * simulation.accelScale;
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this.cd = simulation.cycle + this.delay;
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this.damageReduction = this.startingDamageReduction
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