tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
chosen gun cycles each level
syncs well with generalist
heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early
JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe
several bug fixes
coupling for molecular assembler 5->8 energy per second
but also fixed a bug where coupling was giving 10x regen
44 lines
1.0 KiB
JavaScript
44 lines
1.0 KiB
JavaScript
// https://ncase.me/sight-and-light/
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// redblobgames.com/articles/visibility
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// https://github.com/Silverwolf90/2d-visibility/tree/master/src
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// could apply to explosions, neutron bomb, player LOS
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const v = {
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points: [],
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populate() {
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v.points = [{
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x: -150,
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y: -950
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}, {
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x: 710,
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y: -950
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}, {
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x: 710,
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y: -940
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}, {
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x: 710,
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y: -710
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}, {
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x: 710,
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y: -700
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}, {
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x: -150,
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y: -700
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}]
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},
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draw() {
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ctx.beginPath();
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ctx.moveTo(v.points[0].x, v.points[0].y)
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for (let i = 0, len = v.points.length; i < len; i++) {
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ctx.lineTo(v.points[i].x, v.points[i].y)
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}
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// ctx.fillStyle = "#333"
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ctx.globalCompositeOperation = "destination-in";
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ctx.fill();
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ctx.globalCompositeOperation = "source-over";
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ctx.clip();
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}
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}
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v.populate();
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// console.log(v.points)
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