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
This commit is contained in:
landgreen
2024-06-13 12:05:40 -07:00
parent 438c16699e
commit 1903b9e938
11 changed files with 268 additions and 154 deletions

View File

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