tokamak
tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion requires plasma standing wave field no longer gives 25% harm reduction standing wave field can now block through walls bug fixes
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10
js/level.js
10
js/level.js
@@ -15,11 +15,11 @@ const level = {
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// simulation.enableConstructMode() //used to build maps in testing mode
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// m.setField("standing wave harmonics")
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// m.setField("plasma torch")
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// b.giveGuns("laser")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 5; i++) tech.giveTech("spherical harmonics")
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// tech.giveTech("expansion")
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// tech.giveTech("Z-pinch")
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// tech.giveTech("MACHO")
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// tech.giveTech("potential well")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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@@ -55,7 +55,7 @@ const level = {
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// level.vats() //community level
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// level["n-gon"]() //community level
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// level.tunnel() //community level
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// tech.giveTech("undefined")
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// lore.techCount = 6
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// localSettings.loreCount = 1;
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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@@ -1152,7 +1152,7 @@ const level = {
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spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
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}
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}
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// blockDoor(710, -710);
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blockDoor(710, -710);
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// for (let i = 0; i < 30; i++) powerUps.directSpawn(710, -710, "tech");
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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