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
This commit is contained in:
landgreen
2021-06-09 05:59:38 -07:00
parent d9f17ec2db
commit 0ed604a74a
8 changed files with 285 additions and 275 deletions

View File

@@ -1,7 +1,7 @@
// game Object ********************************************************
//*********************************************************************
const simulation = {
loop() {}, //main game loop, gets se tto normal or testing loop
loop() {}, //main game loop, gets set to normal or testing loop
normalLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
@@ -525,18 +525,9 @@ const simulation = {
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
lore.techCount = 0; //remove undefined tech for community maps
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
tech.tech[i].count = 0;
}
}
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
@@ -657,6 +648,7 @@ const simulation = {
simulation.fpsInterval = 1000 / simulation.fpsCap;
simulation.then = Date.now();
requestAnimationFrame(cycle); //starts game loop
},
clearTimeouts() {
let id = window.setTimeout(function() {}, 0);