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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@@ -814,7 +814,6 @@ const simulation = {
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simulation.isChoosing = false;
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b.setFireMethod()
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b.setFireCD();
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// simulation.updateTechHUD();
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for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
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for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
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for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
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@@ -827,17 +826,12 @@ const simulation = {
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powerUps.boost.endCycle = 0
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powerUps.isFieldSpawned = false
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m.setFillColors();
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// m.maxHealth = 1
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// m.maxEnergy = 1
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// m.energy = 1
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input.isPauseKeyReady = true
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simulation.wipe = function () { //set wipe to normal
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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m.hole.isOn = false
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simulation.paused = false;
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// simulation.cycle = 0
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// m.cycle = 0
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engine.timing.timeScale = 1;
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simulation.fpsCap = simulation.fpsCapDefault;
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simulation.isAutoZoom = true;
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@@ -853,18 +847,11 @@ const simulation = {
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document.getElementById("text-log").style.display = "none"
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document.getElementById("fade-out").style.opacity = 0;
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document.title = "n-gon";
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// simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
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// simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
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// simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
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// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
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simulation.makeTextLog(`Math.seed <span class='color-symbol'>=</span> ${Math.initialSeed}`);
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simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
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simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
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// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
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// document.getElementById("health").style.display = "inline"
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// document.getElementById("health-bg").style.display = "inline"
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m.alive = true;
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m.definePlayerMass();
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m.onGround = false
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m.lastOnGroundCycle = 0
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m.health = 0;
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@@ -874,23 +861,10 @@ const simulation = {
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//set to default field
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tech.healMaxEnergyBonus = 0
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// m.setMaxEnergy();
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m.energy = 0
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m.immuneCycle = 0;
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// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
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// simulation.makeTextLog(`
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// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
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// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
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// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
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// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
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// <br>
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// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
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// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
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// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
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// `, 800);
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m.coupling = 0
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m.setField(0) //this calls m.couplingChange(), which sets max health and max energy
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// m.energy = 0;
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//exit testing
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if (simulation.testing) {
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simulation.testing = false;
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