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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@@ -1437,11 +1437,10 @@ const powerUps = {
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},
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},
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spawnDelay(type, count, delay = 2) {
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const lastHarmCycle = m.lastHarmCycle //stop releasing power ups if you take damage
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count *= delay
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let cycle = () => {
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if (count > 0) {
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if (m.alive && lastHarmCycle === m.lastHarmCycle) requestAnimationFrame(cycle);
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if (m.alive) requestAnimationFrame(cycle);
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if (!simulation.paused && !simulation.isChoosing && powerUp.length < 300) { //&& !(simulation.cycle % 2)
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count--
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if (!(count % delay)) {
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@@ -1622,7 +1621,7 @@ const powerUps = {
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for (let i = 0; i < tech.tech[choose].count; i++) {
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powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
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powerUp[powerUp.length - 1].isDuplicated = true
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// powerUp[powerUp.length - 1].isDuplicated = true
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}
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// remove a random tech from the list of tech you have
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tech.tech[choose].remove();
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