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new favicon heal power up overheals don't consume the entire heal power up accretion works with all fields except wormhole (only because wormhole eat up heals so it's bad) spawns 6 -> 3 heals pilot wave 1 -> 2 extra power up choices standing wave 66 -> 150 max energy electronegativity 0.1% -> 0.15% energy per energy (10->15% damage at 100 energy) a few more images bug fixes
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52
js/level.js
52
js/level.js
@@ -23,7 +23,7 @@ const level = {
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// spawn.setSpawnList();
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// m.maxHealth = m.health = 100
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// tech.isRerollDamage = true
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// powerUps.research.changeRerolls(500)
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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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@@ -35,13 +35,13 @@ const level = {
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// b.guns[3].ammo = 100000000
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// tech.giveTech("recycling")
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// tech.giveTech("pressure vessel")
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// for (let i = 0; i < 1; ++i) tech.giveTech("cavitation")
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// for (let i = 0; i < 1; ++i) tech.giveTech("bot fabrication")
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// for (let i = 0; i < 1; ++i) tech.giveTech("accretion")
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// for (let i = 0; i < 1; ++i) tech.giveTech("superdeterminism")
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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 < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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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.testing();
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// spawn.nodeGroup(3200, -300, "sniper")
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@@ -59,6 +59,7 @@ const level = {
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// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
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// for (let i = 0; i < 40; ++i) tech.giveTech()
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level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
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// simulation.isAutoZoom = false; //look in close
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@@ -1314,7 +1315,7 @@ const level = {
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Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
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}
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}
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if (tech.isHealAttract && (m.fieldMode === 3 || m.fieldMode === 5)) {
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if (tech.isHealAttract) { //send heals to next portal
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for (let i = 0; i < powerUp.length; i++) {
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if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) {
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Matter.Body.setPosition(powerUp[i], Vector.add(this.portalPair.portal.position, { x: 500 * (Math.random() - 0.5), y: 500 * (Math.random() - 0.5) }));
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@@ -15999,9 +16000,12 @@ const level = {
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commandeer() {
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simulation.makeTextLog(`<strong>commandeer</strong> by <span class='color-var'>Desboot</span>`);
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let waterFallWidth = 400
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let waterFallX = 15900
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let waterFallSmoothX = 0
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const elevator = level.elevator(-80.4, -931.6, 180, 50, -1550)
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15900 && player.position.x < 16300 && player.position.y > -960.2
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const slime = level.hazard(15900, -960, 400, 6000);
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//const slime = level.hazard(15900, -960, 400, 6000);
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const slime2 = level.hazard(15147.2, -1782.4, 2000, 822);
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const boost1 = level.boost(5950, -20, 700)
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const boost2 = level.boost(21088, -1672, 700)
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@@ -16037,7 +16041,6 @@ const level = {
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//spawn.mapRect(22330, -804.25, 400, 800);//-46.25*3
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ctx.fillStyle = "rgba(250,250,250,0.8)"//lights
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ctx.beginPath()
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ctx.moveTo(1124, -628)
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@@ -16073,7 +16076,6 @@ const level = {
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ctx.fillRect(6237, -1830.7, 550, 700)
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ctx.fillRect(6237, -840.4, 550, 700)
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ctx.fillRect(15845.0, -1262.2, 550, 300)
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ctx.fillStyle = "rgba(200,200,200,0.8)"
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ctx.fillRect(-192, -1973, 6484, 2071)
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ctx.fillStyle = "rgba(240,240,240,0.8)"
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@@ -16099,12 +16101,10 @@ const level = {
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buttonDoor3.draw();
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slime.query();
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//slime.query();
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slime2.query();
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ctx.fillStyle = `hsla(160, 100%, 43%,${0.3 + 0.07 * Math.random()})`
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ctx.fillRect(15900 + 400 * Math.random(), -1360, 2, 6000)
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ctx.fillRect(15900 + 400 * Math.random(), -1360, 2, 6000)
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if (buttonDoor.isUp) {
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door.isClosing = true
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} else {
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@@ -16172,6 +16172,17 @@ const level = {
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ctx.fillRect(20820, -243, 410, 300)
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ctx.fillRect(5772, -609, 469, 700)
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ctx.fillRect(5772, -609, 469, 700)
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ctx.fillStyle = "rgba(48,184,140,255)"
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ctx.fillRect(waterFallX, -960, waterFallWidth, 6000)
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ctx.fillStyle = `hsla(160, 100%, 43%,${0.3 + 0.07 * Math.random()})`
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ctx.fillRect(waterFallX + waterFallWidth * Math.random(), -900 - Math.random() * 400, Math.random() * 5 + 8, 6000)
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ctx.fillRect(waterFallX + waterFallWidth * Math.random(), -900 - Math.random() * 400, Math.random() * 5 + 5, 6000)
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waterFallWidth = 0.995 * waterFallWidth + 4 * Math.random()//4.7
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waterFalSmoothlX = 0.96 * waterFallSmoothX + 20 * Math.random()//3.5
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waterFallX = waterFallSmoothX + 15900
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ctx.fillStyle = "rgba(0,0,0,0.4)"//wires
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ctx.fillRect(20990, -2672, 20, 112)
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ctx.fillRect(21090, -2506, 72, 20)
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@@ -16304,7 +16315,7 @@ const level = {
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if (player.position.x > 15900 && player.position.x < 16300 && player.position.y > -1360.2) {
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Matter.Body.setVelocity(player, {
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x: player.velocity.x,
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y: player.velocity.y + 10
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y: player.velocity.y + 2
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});
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} else {
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if (Math.abs(player.velocity.x) > 0.5) {
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@@ -16576,9 +16587,7 @@ const level = {
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let randomBoss = Math.floor(Math.random() * 5);//change the bosses
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spawn[["blinkBoss", "shooterBoss", "launcherBoss", "pulsarBoss", "beetleBoss", "bladeBoss", "revolutionBoss", "dragonFlyBoss", "spiderBoss"][randomBoss]](17902, -1689, 100, false);
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spawn.randomLevelBoss(17902, -1689, ["blinkBoss", "shooterBoss", "launcherBoss", "pulsarBoss", "blockBoss", "bladeBoss", "revolutionBoss", "spawnerBossCulture", "spiderBoss", "sneakBoss", "snakeSpitBoss"])
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// powerUps.spawnStartingPowerUps(1475, -1175);
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@@ -18373,19 +18382,6 @@ const level = {
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ctx.fill()
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ctx.fillRect(6100, -2000, 400, 50)
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// -2000 -> 2500
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// Math.random() * 5000 -2500
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ctx.fillStyle = "rgba(0,0,0,0.6)"
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