upgrades
many worlds renamed to ansatz new tech many-worlds: at the start of each new level switch realities removed tech: electroactive polymers - convert bots to the same type on weapon swap all bot upgrades convert current bots to the upgraded type only one bot upgrade allowed
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10
js/level.js
10
js/level.js
@@ -20,7 +20,7 @@ const level = {
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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("CPT reversal")
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// tech.giveTech("micro-extruder")
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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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@@ -110,6 +110,11 @@ const level = {
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if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
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simulation.switchGun();
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}
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if (tech.isSwitchReality) {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "tech", false);
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}
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},
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custom() {},
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customTopLayer() {},
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@@ -2503,13 +2508,14 @@ const level = {
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spawn.randomMob(1725, 125, 0.5);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.1) { // tether ball
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const index = mob.length
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spawn.tetherBoss(4250, 0)
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cons[cons.length] = Constraint.create({
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pointA: {
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x: 4250,
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y: -675
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},
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bodyB: mob[mob.length - 1],
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bodyB: mob[index],
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stiffness: 0.00007
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});
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World.add(engine.world, cons[cons.length - 1]);
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