anthropic
mob orbitals can now be destroyed, but it takes a very large amount of damage laser-bot upgrade: gives 75% damage, range, and energy efficiency (was 400% damage, but they ran out of energy too fast) boom-bots are now smart about not hurting the player with explosions while doing the most damage tech: strong anthropic principle - after anthropic principle prevents your death do 137.03599 extra damage for the rest of the level
This commit is contained in:
45
js/level.js
45
js/level.js
@@ -12,10 +12,10 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(20)
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// level.difficultyIncrease(40)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("plasma torch")
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// m.setField("nano-scale manufacturing")
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// b.giveGuns("nail gun")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
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@@ -770,7 +770,7 @@ const level = {
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mapB.portalPair = mapA
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return [portalA, portalB, mapA, mapB]
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},
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hazard(x, y, width, height, damage = 0.0008, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
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hazard(x, y, width, height, damage = 0.003, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
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return {
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min: {
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x: x,
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@@ -786,21 +786,24 @@ const level = {
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isOn: true,
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query() {
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if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak && isOptical)) {
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if (damage < 0.02) {
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m.damage(damage)
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} else if (m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles;
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m.damage(damage)
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simulation.drawList.push({ //add dmg to draw queue
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x: player.position.x,
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y: player.position.y,
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radius: damage * 1500,
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color: simulation.mobDmgColor,
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time: 20
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});
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const drain = 0.003 + m.fieldRegen
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if (m.energy > drain) {
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m.energy -= drain
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} else {
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if (damage < 0.02) {
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m.damage(damage)
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} else if (m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles;
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m.damage(damage)
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simulation.drawList.push({ //add dmg to draw queue
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x: player.position.x,
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y: player.position.y,
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radius: damage * 1500,
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color: simulation.mobDmgColor,
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time: 20
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});
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}
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}
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const drain = 0.005
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if (m.energy > drain) m.energy -= drain
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//float
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if (!isOptical) {
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@@ -910,7 +913,7 @@ const level = {
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//start a conversation based on the number of conversations seen
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if (!simulation.isCheating && localSettings.loreCount < lore.conversation.length) lore.conversation[localSettings.loreCount]()
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const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
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const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.004, "hsla(160, 100%, 35%,0.75)")
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const circle = {
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x: 0,
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y: -500,
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@@ -957,7 +960,7 @@ const level = {
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ctx.beginPath();
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const step = Math.PI / 20
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const horizontalStep = 85
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if (simulation.isCheating) phase += 0.003 //(m.pos.x - circle.x) * 0.0005 //0.05 * Math.sin(simulation.cycle * 0.030)
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if (simulation.isCheating) phase += 0.01 //(m.pos.x - circle.x) * 0.0005 //0.05 * Math.sin(simulation.cycle * 0.030)
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// const sway = 5 * Math.cos(simulation.cycle * 0.007)
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sway.x = sway.x * 0.995 + 0.005 * (m.pos.x - circle.x) * 0.05 //+ 0.04 * Math.cos(simulation.cycle * 0.01)
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sway.y = 2.5 * Math.sin(simulation.cycle * 0.015)
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@@ -1099,8 +1102,8 @@ const level = {
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// spawn.streamBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// simulation.difficulty = 66
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// spawn.orbitalBoss(1600, -500)
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// simulation.difficulty = 30
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spawn.orbitalBoss(1600, -500)
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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