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
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36
js/level.js
36
js/level.js
@@ -16,11 +16,11 @@ const level = {
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("nano-scale manufacturing")
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// b.giveGuns("foam")
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// b.giveGuns("spores")
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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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// tech.giveTech("supercritical fission")
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// tech.giveTech("micro-extruder")
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// tech.giveTech("needle gun")
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// tech.giveTech("ceramic needles")
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// tech.giveTech("causality bombs")
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// tech.giveTech("cardinality")
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// tech.giveTech("Bayesian statistics")
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@@ -424,12 +424,14 @@ const level = {
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rotor(x, y, rotate = 0, radius = 800, width = 40, density = 0.0005) {
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const rotor1 = Matter.Bodies.rectangle(x, y, width, radius, {
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density: density,
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isNotHoldable: true
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isNotHoldable: true,
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isComposite: true
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});
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const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
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angle: Math.PI / 2,
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density: density,
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isNotHoldable: true
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isNotHoldable: true,
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isComposite: true
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});
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rotor = Body.create({ //combine rotor1 and rotor2
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parts: [rotor1, rotor2],
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@@ -1100,8 +1102,8 @@ const level = {
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// simulation.difficulty = 30
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// spawn.starter(1900, -500, 200) //big boy
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spawn.pulsar(1900, -500)
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spawn.pulsarBoss(1900, -500)
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// spawn.pulsar(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.historyBoss(1900, -500)
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// spawn.ghoster(2900, -500)
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// spawn.launcherBoss(1200, -500)
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@@ -1113,7 +1115,7 @@ const level = {
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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spawn.shieldingBoss(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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@@ -4956,13 +4958,13 @@ const level = {
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document.body.style.backgroundColor = "#dcdcde";
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//Level
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level.setPosToSpawn(200, 50);
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 8950;
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level.exit.y = 200;
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level.exit.y = 170;
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
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//Map
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spawn.mapRect(150, 90, 100, 100);
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spawn.mapRect(8950, 190, 100, 100);
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spawn.mapRect(-100, -400, 100, 600);
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spawn.mapRect(-100, 100, 700, 100);
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spawn.mapRect(500, 100, 100, 1700);
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@@ -5006,7 +5008,7 @@ const level = {
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spawn.mapRect(8000, 1500, 300, 100);
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spawn.mapRect(7120, -100, 300, 100);
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spawn.mapRect(7000, 1500, 300, 100);
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spawn.mapRect(6500, 1000, 300, 2100);
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spawn.mapRect(6500, 1000, 300, 1200);
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spawn.mapRect(5800, 1100, 300, 100);
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spawn.mapRect(5900, 1700, 300, 100);
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spawn.mapRect(5300, 1400, 300, 100);
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@@ -5063,11 +5065,11 @@ const level = {
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spawn.randomMob(8650, -200, 0.9); //end guards
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//Boss Spawning
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spawn.randomLevelBoss(6000, 700, ["pulsarBoss", "laserTargetingBoss", "powerUpBoss", "bomberBoss", "historyBoss", "orbitalBoss"]);
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spawn.shieldingBoss(7200, 500);
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if (simulation.difficulty > 20) {
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spawn.randomLevelBoss(2000, 300, ["historyBoss", "shooterBoss"]);
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//Boss Spawning
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if (simulation.difficulty > 3) {
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spawn.randomLevelBoss(6000, 700, ["pulsarBoss", "laserTargetingBoss", "powerUpBoss", "bomberBoss", "historyBoss", "orbitalBoss"]);
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if (simulation.difficulty > 10) spawn.shieldingBoss(7200, 500);
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if (simulation.difficulty > 20) spawn.randomLevelBoss(2000, 300, ["historyBoss", "shooterBoss"]);
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}
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//Blocks
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