minimal HUD
setting - minimal HUD remove: defense bar, damage bar, tech, in game console improved text clarity on coupling removed tech decoupling added cloaking and sneak attack graphics also, the 50% defense when cloaked is now clear from the defense bar ternary 44->83% damage but requires current gun to have ammo/3 (was any gun) wormhole invariant: uses much less energy to pause time standing wave has less recoil when blocking new images bug fixes
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36
js/level.js
36
js/level.js
@@ -26,31 +26,31 @@ const level = {
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// powerUps.research.changeRerolls(11)
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(5)
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// m.setField("standing wave") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// m.couplingChange(10)
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// m.setField("metamaterial cloaking") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// m.energy = 0
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("harpoon") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("foam") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("shotgun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[3].ammo = 100000000
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// tech.giveTech("induction brake")
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// tech.giveTech("grappling hook")
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// tech.giveTech("null hypothesis")
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// for (let i = 0; i < 1; ++i) tech.giveTech("dye laser")
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// for (let i = 0; i < 1; ++i) tech.giveTech("free-electron laser")
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// for (let i = 0; i < 1; ++i) tech.giveTech("waste heat recovery")
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("foam-bot") });
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// for (let i = 0; i < 1; i++) tech.giveTech("foam-bot upgrade")
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// for (let i = 0; i < 1; ++i) tech.giveTech("Occams razor")
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.superNgonBros();
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// level.testing();
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// spawn.nodeGroup(3200, -300, "sniper")
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// spawn.nodeGroup(2200, -300, "sniper")
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// spawn.nodeGroup(2200, -300, "sniper")
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// spawn.mantisBoss(1900, -500)
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// spawn.cellBoss(1900, -500)
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// for (let i = 0; i < 5; ++i) spawn.starter(1900, -500, 50)
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// for (let i = 0; i < 2; ++i) spawn.starter(1900, -500, 50)
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// spawn.sneaker(1900, -500, 25)
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// spawn.sniper(2000, -450)
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// spawn.zombie(1000 + 1000 * Math.random(), -500 + 300 * Math.random(), 30, 5, "white") // zombie(x, y, radius, sides, color)
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@@ -139,12 +139,6 @@ const level = {
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tech.isFlipFlopOn = true
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if (tech.isFlipFlopHealth) m.setMaxHealth()
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if (tech.isRelayEnergy) m.setMaxEnergy()
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if (tech.isFlipFlopCoupling) {
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m.couplingChange(5)
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
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}
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}
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m.eyeFillColor = m.fieldMeterColor
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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@@ -1192,7 +1186,7 @@ const level = {
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y = y + height / 2
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const doorBlock = body[body.length] = Bodies.rectangle(x, y, width, height, {
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collisionFilter: {
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category: cat.map,
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category: cat.body,//cat.map,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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},
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isNoSetCollision: true,
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@@ -1252,7 +1246,7 @@ const level = {
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return this.position.y > y - 1
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},
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draw() {
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ctx.fillStyle = "#555"
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ctx.fillStyle = "#666"
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ctx.beginPath();
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const v = this.vertices;
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ctx.moveTo(v[0].x, v[0].y);
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@@ -3175,6 +3169,8 @@ const level = {
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const doorIn = level.door(-313, -950, 525, 200, 190, 2) //x, y, width, height, distance, speed = 1
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const doorOut = level.door(2762, -175, 525, 200, 190, 2) //x, y, width, height, distance, speed = 1
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doorIn.collisionFilter.category = cat.map;
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doorOut.collisionFilter.category = cat.map; // to prevent boson composite from letting the player skip the level
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// doorOut.isClosing = true
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let isDoorsLocked = false
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let isFightOver = false
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@@ -5186,6 +5182,10 @@ const level = {
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portal[3].query()
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};
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level.customTopLayer = () => {
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doorButtonRight.draw();
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doorCenterRight.draw();
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doorCenterLeft.draw();
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doorLeft.draw();
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hazardSlimeLeft.query();
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hazardSlimeRight.query();
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portal[0].draw();
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@@ -22147,8 +22147,10 @@ const level = {
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m.addHealth(0.25)
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document.getElementById("health").style.display = "inline" //show your health bar
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document.getElementById("health-bg").style.display = "inline"
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document.getElementById("defense-bar").style.display = "inline"
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document.getElementById("damage-bar").style.display = "inline"
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if (!localSettings.isHideHUD) {
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document.getElementById("defense-bar").style.display = "inline"
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document.getElementById("damage-bar").style.display = "inline"
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}
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level.setPosToSpawn(60, -50); //normal spawn
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spawn.mapRect(10, -10, 100, 20); //small platform for player
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level.exit.x = 1775;
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