fault tolerance
tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun fade in after death is more gradual
This commit is contained in:
25
js/level.js
25
js/level.js
@@ -15,11 +15,10 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// b.giveGuns("laser")
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// m.setField("plasma torch")
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// tech.giveTech("extruder")
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// b.giveGuns("railgun")
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// tech.giveTech("aerodynamic heating")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("mouth")
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// tech.giveTech("all-stars")
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// for (let i = 0; i < 3; i++) tech.giveTech("overcharge")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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@@ -78,6 +77,20 @@ const level = {
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simulation.draw.setPaths();
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b.respawnBots();
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m.resetHistory();
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if (tech.isForeverDrones) {
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if (tech.isDroneRadioactive) {
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for (let i = 0; i < tech.isForeverDrones * 0.25; i++) {
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b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
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bullet[bullet.length - 1].endCycle = Infinity
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}
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} else {
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for (let i = 0; i < tech.isForeverDrones; i++) {
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b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
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bullet[bullet.length - 1].endCycle = Infinity
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}
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}
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}
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if (tech.isExtraMaxEnergy) {
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tech.healMaxEnergyBonus += 0.03 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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@@ -2294,9 +2307,9 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.blockGroup(1900, -500)
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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spawn.blockGroup(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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