planned obsolescence

bug fixes
  strong anthropic principle does 0.03599% more damage
  spores can stick to rotating blocks now
  probably fixed the new wormhole field while targeting a block -> crouch lock bug
  ceramic needles now correctly bypass shields

needles fire 3 at a time with a short delay and no spread

tech: planned obsolescence - 3x drone ammo, 1/3 drone nano-scale energy cost, but 53% reduced drone life span
This commit is contained in:
landgreen
2021-03-16 05:03:50 -07:00
parent 862a0ae9d0
commit 05fcb823b2
8 changed files with 554 additions and 507 deletions

View File

@@ -16,11 +16,11 @@ const level = {
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("nano-scale manufacturing")
// b.giveGuns("foam")
// b.giveGuns("spores")
// tech.isExplodeRadio = true
// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
// tech.giveTech("supercritical fission")
// tech.giveTech("micro-extruder")
// tech.giveTech("needle gun")
// tech.giveTech("ceramic needles")
// tech.giveTech("causality bombs")
// tech.giveTech("cardinality")
// tech.giveTech("Bayesian statistics")
@@ -424,12 +424,14 @@ const level = {
rotor(x, y, rotate = 0, radius = 800, width = 40, density = 0.0005) {
const rotor1 = Matter.Bodies.rectangle(x, y, width, radius, {
density: density,
isNotHoldable: true
isNotHoldable: true,
isComposite: true
});
const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
angle: Math.PI / 2,
density: density,
isNotHoldable: true
isNotHoldable: true,
isComposite: true
});
rotor = Body.create({ //combine rotor1 and rotor2
parts: [rotor1, rotor2],
@@ -1100,8 +1102,8 @@ const level = {
// simulation.difficulty = 30
// spawn.starter(1900, -500, 200) //big boy
spawn.pulsar(1900, -500)
spawn.pulsarBoss(1900, -500)
// spawn.pulsar(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.historyBoss(1900, -500)
// spawn.ghoster(2900, -500)
// spawn.launcherBoss(1200, -500)
@@ -1113,7 +1115,7 @@ const level = {
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1600, -500)
spawn.shieldingBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
@@ -4956,13 +4958,13 @@ const level = {
document.body.style.backgroundColor = "#dcdcde";
//Level
level.setPosToSpawn(200, 50);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 8950;
level.exit.y = 200;
level.exit.y = 170;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
//Map
spawn.mapRect(150, 90, 100, 100);
spawn.mapRect(8950, 190, 100, 100);
spawn.mapRect(-100, -400, 100, 600);
spawn.mapRect(-100, 100, 700, 100);
spawn.mapRect(500, 100, 100, 1700);
@@ -5006,7 +5008,7 @@ const level = {
spawn.mapRect(8000, 1500, 300, 100);
spawn.mapRect(7120, -100, 300, 100);
spawn.mapRect(7000, 1500, 300, 100);
spawn.mapRect(6500, 1000, 300, 2100);
spawn.mapRect(6500, 1000, 300, 1200);
spawn.mapRect(5800, 1100, 300, 100);
spawn.mapRect(5900, 1700, 300, 100);
spawn.mapRect(5300, 1400, 300, 100);
@@ -5063,11 +5065,11 @@ const level = {
spawn.randomMob(8650, -200, 0.9); //end guards
//Boss Spawning
spawn.randomLevelBoss(6000, 700, ["pulsarBoss", "laserTargetingBoss", "powerUpBoss", "bomberBoss", "historyBoss", "orbitalBoss"]);
spawn.shieldingBoss(7200, 500);
if (simulation.difficulty > 20) {
spawn.randomLevelBoss(2000, 300, ["historyBoss", "shooterBoss"]);
//Boss Spawning
if (simulation.difficulty > 3) {
spawn.randomLevelBoss(6000, 700, ["pulsarBoss", "laserTargetingBoss", "powerUpBoss", "bomberBoss", "historyBoss", "orbitalBoss"]);
if (simulation.difficulty > 10) spawn.shieldingBoss(7200, 500);
if (simulation.difficulty > 20) spawn.randomLevelBoss(2000, 300, ["historyBoss", "shooterBoss"]);
}
//Blocks