Files
n-gon-improved/js/visibility.js
landgreen de6d910aca pigeonhole principle
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
2022-10-23 19:07:07 -07:00

44 lines
1.0 KiB
JavaScript

// https://ncase.me/sight-and-light/
// redblobgames.com/articles/visibility
// https://github.com/Silverwolf90/2d-visibility/tree/master/src
// could apply to explosions, neutron bomb, player LOS
const v = {
points: [],
populate() {
v.points = [{
x: -150,
y: -950
}, {
x: 710,
y: -950
}, {
x: 710,
y: -940
}, {
x: 710,
y: -710
}, {
x: 710,
y: -700
}, {
x: -150,
y: -700
}]
},
draw() {
ctx.beginPath();
ctx.moveTo(v.points[0].x, v.points[0].y)
for (let i = 0, len = v.points.length; i < len; i++) {
ctx.lineTo(v.points[i].x, v.points[i].y)
}
// ctx.fillStyle = "#333"
ctx.globalCompositeOperation = "destination-in";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.clip();
}
}
v.populate();
// console.log(v.points)