double jump
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off buckling: 100%->50% chance to spawn a power up from any block that kills a mob no longer requires the block to be thrown mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now added a few more blocks to towers level deprecated: 1.05->1.07 damage per removed tech laserLayerBoss has 33% less health and has fewer lasers at higher difficulties bugfix disabled spawnDelay stopping on damage because it had too many negative tech interactions metastability + paradigm shift no longer makes all ejected tech explode
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18
js/level.js
18
js/level.js
@@ -44,10 +44,9 @@ const level = {
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// requestAnimationFrame(() => { tech.giveTech("optical amplifier") });
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// for (let i = 0; i < 1; ++i) tech.giveTech("combinatorial optimization")
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// tech.giveTech("Newtons 2nd law")
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// for (let i = 0; i < 1; ++i) tech.giveTech("lens")
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// for (let i = 0; i < 1; ++i) tech.giveTech("tungsten carbide")
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// for (let i = 0; i < 1; ++i) tech.giveTech("nitinol")
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// for (let i = 0; i < 1; ++i) tech.giveTech("reaction mass")
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// for (let i = 0; i < 1; ++i) tech.giveTech("working mass")
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// for (let i = 0; i < 1; ++i) tech.giveTech("buckling")
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// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) b.orbitBot(m.pos, false) });
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("ersatz bots") });
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// for (let i = 0; i < 1; i++) tech.giveTech("tungsten carbide")
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@@ -57,11 +56,11 @@ const level = {
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// for (let i = 0; i < 1; i++) powerUps.directSpawn(-50, -70, "difficulty", false);
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// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
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// spawn.mapRect(575, -700, 25, 425); //block mob line of site on testing
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// level.yingYang();
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// level.testing();
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// for (let i = 0; i < 1; ++i) spawn.laserLayer(1400, -500)
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// for (let i = 0; i < 1; ++i) spawn.snakeSpitBoss(1400, -500)
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// Matter.Body.setPosition(player, { x: -200, y: -3330 });
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// for (let i = 0; i < 4; ++i) spawn.ghoster(1300, -500 + 100 * Math.random())
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// for (let i = 0; i < 4; ++i) spawn.sucker(1300, -500 + 100 * Math.random())
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// spawn.hopper(1900, -500)
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// spawn.zombie(-3000, -500 + 300 * Math.random(), 30, 5, "white") // zombie(x, y, radius, sides, color)
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// for (let i = 0; i < 5; ++i) spawn.starter(1000 + 1000 * Math.random(), -500 + 300 * Math.random())
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@@ -4235,7 +4234,6 @@ const level = {
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
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},
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towers() {
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// simulation.enableConstructMode() //remove this!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// simulation.isHorizontalFlipped = true
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level.announceMobTypes()
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const isFlipped = (simulation.isHorizontalFlipped && Math.random() < 0.33) ? true : false
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@@ -4448,6 +4446,12 @@ const level = {
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spawn.bodyRect(8975, -1575, 50, 50, 0.2);
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spawn.bodyRect(5725, -1700, 125, 175, 0.2);
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spawn.bodyRect(6850, -1725, 150, 200, 0.2);
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spawn.bodyRect(500, -400, 100, 50, 0.3);
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spawn.bodyRect(6025, 1050, 100, 50, 0.2);
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spawn.bodyRect(6000, -800, 75, 200, 0.2);
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spawn.bodyRect(6775, -75, 125, 75, 0.5);
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spawn.bodyRect(7200, 1300, 50, 200, 0.5);
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//mobs
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spawn.randomMob(5700, -75, 0);
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