redirect folder
switched github pages hosting folder https://landgreen.github.io/sidescroller/ -> https://landgreen.github.io/n-gon/ player damage reduction adjustment: 0.905x -> 0.9x per level per difficulty mode (1,2,4,5) on easy that's 0.30 -> 0.28 by level 12 (a 6% player damage nerf) on why that's 0.0025 -> 0.001797 by level 12 (a 28% player damage nerf) you can only get applied science 9->1 time supply chain - spawns a gun, but doesn't give applied science frequency bug fixes
This commit is contained in:
@@ -11,7 +11,7 @@
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<meta property="og:title" content="n-gon">
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<meta name="twitter:title" content="n-gon">
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<meta name="twitter:description" content="Browser-based side scrolling video game with the matter.js physics engine.">
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<!-- <meta http-equiv="refresh" content="0; url=https://example.com/newlocation"> -->
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<!-- <meta http-equiv="refresh" content="0; url=https://landgreen.github.io/n-gon/"> -->
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<title>n-gon</title>
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<link rel="stylesheet" href="style.css">
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<link rel='shortcut icon' href='favicon.ico' type='image/x-icon' />
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@@ -229,7 +229,7 @@ const level = {
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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simulation.difficulty++
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m.dmgScale *= 0.905; //damage done by player decreases each level
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m.dmgScale *= 0.9; //damage done by player decreases each level
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if (simulation.accelScale < 6) simulation.accelScale *= 1.024 //mob acceleration increases each level
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if (simulation.CDScale > 0.15) simulation.CDScale *= 0.964 //mob CD time decreases each level
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}
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@@ -240,7 +240,7 @@ const level = {
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difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
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for (let i = 0; i < num; i++) {
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simulation.difficulty--
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m.dmgScale /= 0.905; //damage done by player decreases each level
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m.dmgScale /= 0.9; //damage done by player decreases each level
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if (simulation.accelScale > 1) simulation.accelScale /= 1.024 //mob acceleration increases each level
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if (simulation.CDScale < 1) simulation.CDScale /= 0.964 //mob CD time decreases each level
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}
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@@ -1627,7 +1627,7 @@ const m = {
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ctx.lineTo(m.knee.x, m.knee.y);
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ctx.lineTo(m.foot.x, m.foot.y);
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ctx.strokeStyle = stroke;
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ctx.lineWidth = 6 + 2 * Math.sin(m.cycle * 0.0075 + Math.PI);
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ctx.lineWidth = 6 + 2 * Math.sin(m.cycle * 0.01 + Math.PI);
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ctx.stroke();
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//toe lines
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@@ -1650,7 +1650,7 @@ const m = {
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ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
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ctx.fillStyle = "#345";
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ctx.fill();
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ctx.lineWidth = 3 + 3 * Math.sin(m.cycle * 0.0075 + Math.PI);
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ctx.lineWidth = 3 + 3 * Math.sin(m.cycle * 0.01 + Math.PI);
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ctx.stroke();
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ctx.restore();
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}
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94
js/tech.js
94
js/tech.js
@@ -2,7 +2,6 @@ const tech = {
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totalCount: null,
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removeCount: 0,
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setupAllTech() {
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tech.damage = 1
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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tech.tech[i].isLost = false
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tech.tech[i].isBanished = false
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@@ -29,9 +28,8 @@ const tech = {
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}
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}
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}
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// tech.removeJunkTechFromPool();
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// tech.removeLoreTechFromPool();
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// tech.addLoreTechToPool();
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tech.damage = 1
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tech.junkChance = 0;
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tech.extraMaxHealth = 0;
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tech.totalCount = 0;
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@@ -255,7 +253,7 @@ const tech = {
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return dmg
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},
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duplicationChance() {
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return Math.min(1, Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.duplication + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + 0.08 * tech.isDuplicateMobs + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.6 : 0)))
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return Math.min(1, Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.2 : 0) + tech.duplication + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + 0.08 * tech.isDuplicateMobs + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.6 : 0)))
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},
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isScaleMobsWithDuplication: false,
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maxDuplicationEvent() {
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@@ -404,7 +402,7 @@ const tech = {
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tech.isCollisionRealitySwitch = true;
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.isCollisionRealitySwitch = false;
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}
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},
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@@ -431,7 +429,7 @@ const tech = {
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},
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{
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name: "diaphragm",
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description: "every <strong>6</strong> seconds your <strong class='color-defense'>damage taken</strong> cycles<br>between <strong>0.9x</strong> and <strong>0.2x</strong> <strong class='color-defense'>damage taken</strong>",
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description: "every <strong>4</strong> seconds your <strong class='color-defense'>damage taken</strong> cycles<br>between <strong>0.9x</strong> and <strong>0.2x</strong> <strong class='color-defense'>damage taken</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -649,7 +647,7 @@ const tech = {
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},
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{
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name: "ordnance",
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description: "<strong>2x</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong> <em class='flicker'>frequency</em><br>spawn a <strong class='color-g'>gun</strong> and <strong>+6%</strong> <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> chance",
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description: "spawn a <strong class='color-g'>gun</strong>, gain <strong>2x</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong> <em class='flicker'>frequency</em><br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> chance",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -795,7 +793,7 @@ const tech = {
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{
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name: "applied science",
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description: `get a random <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>for each of your <strong class='color-g'>guns</strong>`, //spawn ${powerUps.orb.research(1)} and
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maxCount: 9,
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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frequency: 2,
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@@ -843,10 +841,11 @@ const tech = {
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{
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name: "supply chain",
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descriptionFunction() {
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return `<strong>2x</strong> current <strong class='color-ammo'>ammo</strong> for all your <strong class='color-g'>guns</strong><br><strong>3x</strong> applied science <em class='flicker'>frequency</em>`
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return `spawn a <strong class='color-g'>gun</strong><br>spawn <strong>2x</strong> current ${powerUps.orb.ammo(1)}`
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},
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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@@ -854,27 +853,36 @@ const tech = {
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},
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requires: "",
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effect() {
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//count ammo
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let ammoCount = 0
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
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}
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simulation.makeGunHUD();
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "applied science") tech.tech[i].frequency *= 3
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if (b.guns[i].have && b.guns[i].ammo !== Infinity) ammoCount += b.guns[i].ammo / b.guns[i].ammoPack
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}
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console.log(ammoCount)
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powerUps.spawnDelay("ammo", Math.ceil(ammoCount))
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powerUps.spawn(m.pos.x, m.pos.y, "gun");
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// powerUps.spawnDelay("coupling", m.coupling * 2)
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// for (let i = 0; i < b.guns.length; i++) {
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// if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
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// }
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// simulation.makeGunHUD();
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// for (let i = 0, len = tech.tech.length; i < len; i++) {
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// if (tech.tech[i].name === "applied science") tech.tech[i].frequency *= 4
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// }
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},
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remove() {
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if (this.count) {
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for (let j = 0; j < this.count; j++) {
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].have) b.guns[i].ammo = Math.floor(0.5 * b.guns[i].ammo)
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}
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}
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simulation.makeGunHUD();
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "applied science") tech.tech[i].frequency = 2
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}
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}
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// if (this.count) {
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// m.couplingChange(-this.count * 10)
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// for (let j = 0; j < this.count; j++) {
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// for (let i = 0; i < b.guns.length; i++) {
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// if (b.guns[i].have) b.guns[i].ammo = Math.floor(0.5 * b.guns[i].ammo)
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// }
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// }
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// simulation.makeGunHUD();
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// for (let i = 0, len = tech.tech.length; i < len; i++) {
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// if (tech.tech[i].name === "applied science") tech.tech[i].frequency = 2
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// }
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// }
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}
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},
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{
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@@ -1020,7 +1028,7 @@ const tech = {
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tech.isEnergyNoAmmo = true;
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.isEnergyNoAmmo = false;
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}
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},
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@@ -1136,7 +1144,7 @@ const tech = {
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this.damageSoFar.push(damage)
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},
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remove() {
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for (let i = 0; i < this.damageSoFar.length; i++) tech.damage /= this.damageSoFar[i]
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if (this.count && m.alive) for (let i = 0; i < this.damageSoFar.length; i++) tech.damage /= this.damageSoFar[i]
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this.damageSoFar.length = 0
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}
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},
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@@ -1271,7 +1279,7 @@ const tech = {
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b.setFireCD();
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.slowFire = 1;
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b.setFireCD();
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}
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@@ -1302,7 +1310,7 @@ const tech = {
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},
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remove() {
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tech.isCloakingDamage = false
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if (this.count > 0) {
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if (this.count && m.alive) {
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tech.damage /= this.damage
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powerUps.research.changeRerolls(2)
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}
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@@ -2851,7 +2859,7 @@ const tech = {
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m.setMaxEnergy()
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.isMaxEnergyTech = false;
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m.setMaxEnergy()
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}
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@@ -2873,7 +2881,7 @@ const tech = {
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tech.isEnergyLoss = true;
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.isEnergyLoss = false;
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}
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},
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@@ -3154,7 +3162,7 @@ const tech = {
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tech.isTechDamage = true;
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.isTechDamage = false;
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}
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},
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@@ -3184,7 +3192,7 @@ const tech = {
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}
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},
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remove() {
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if (this.count) {
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if (this.count && m.alive) {
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tech.damage /= this.damage
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for (let i = 0; i < powerUp.length; i++) {
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if (powerUp[i].name === "heal") {
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@@ -3745,7 +3753,7 @@ const tech = {
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tech.isNoDraftPause = true
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.isNoDraftPause = false
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}
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},
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@@ -3807,9 +3815,7 @@ const tech = {
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refundAmount: 0,
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remove() {
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tech.extraChoices = 0;
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if (this.count > 0) {
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tech.damage /= this.damage
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}
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if (this.count && m.alive) tech.damage /= this.damage
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}
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},
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{
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@@ -3940,7 +3946,7 @@ const tech = {
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},
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refundAmount: 0,
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remove() {
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if (this.count > 0) {
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if (this.count && m.alive) {
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tech.damage /= this.damage
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if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
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}
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@@ -4410,7 +4416,7 @@ const tech = {
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},
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{
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name: "stimulated emission",
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description: "<strong>+19%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>,<br><strong>collisions</strong> <span class='color-remove'>eject</span> a random <strong class='color-m'>tech</strong>",
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description: "<strong>+20%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>,<br><strong>collisions</strong> <span class='color-remove'>eject</span> a random <strong class='color-m'>tech</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -4682,7 +4688,7 @@ const tech = {
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tech.damage *= (1 + this.damage)
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},
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remove() {
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if (this.count) tech.damage /= (1 + this.damage)
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if (this.count && m.alive) tech.damage /= (1 + this.damage)
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}
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},
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{
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@@ -8247,7 +8253,7 @@ const tech = {
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b.setFireCD();
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},
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remove() {
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if (this.count) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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tech.aimDamage = 1
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b.setFireCD();
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}
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@@ -9229,7 +9235,7 @@ const tech = {
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tech.damage *= this.damage
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},
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remove() {
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if (this.count > 0) tech.damage /= this.damage
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if (this.count && m.alive) tech.damage /= this.damage
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}
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},
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{
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33
todo.txt
33
todo.txt
@@ -1,32 +1,17 @@
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******************************************************** NEXT PATCH **************************************************
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added CSS style for "remove/eject" keyword
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tech: deprecated - gain 1.05x damage for each tech removed this game
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tech: externality - 1.1x damage, removing this gives 40 ammo power ups
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paradigm shift no longer has a 3% failure rate
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minus 3->4 health
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it can remove applied science tech
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removing strange loop gives a random removetech
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switched github pages hosting folder
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https://landgreen.github.io/sidescroller/ -> https://landgreen.github.io/n-gon/
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<meta http-equiv="refresh" content="0; url=https://landgreen.github.io/n-gon/">
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tech: marginal utility - give a specific gun 2x ammo per ammo power up
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tech: interest - research, ammo, coupling, health increases by 6% at the start of each level
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tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up
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player damage reduction adjustment: 0.905x -> 0.9x per level per difficulty mode (1,2,4,5)
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on easy that's 0.30 -> 0.28 by level 12 (a 6% player damage nerf)
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on why that's 0.0025 -> 0.001797 by level 12 (a 28% player damage nerf)
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aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage
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mass-energy no longer has a reduction in defense effects
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but it costs 2 research now
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1st ionization energy 11->14 max energy per heal
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colony: 1.5->1.6x spores 40->33% chance to spawn something different
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laser cost formula changed to be independent of field regen
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this makes the effects of cost and fire rate 33% bigger
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free-electron laser 3.5->3x energy cost
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options exchange - the first time you click cancel it randomizes choices
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allows a free trigger from other cancel tech
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pseudoscience gets 3->2 free researches
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alternator harpoon has 0->0.03x energy cost
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coupling for pilot wave gives 1.04->1.05x block damage
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you can only get applied science 9->1 time
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supply chain - spawns a gun, but doesn't give applied science frequency
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several bugs fixes
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bug fixes
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*********************************************************** TODO *****************************************************
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Reference in New Issue
Block a user