ruins, level
new level: ruins, let me know about combat and platforming difficulty balance vanish elements now shrink horizontally now colored dark blue to not look like mobs
This commit is contained in:
188
js/level.js
188
js/level.js
@@ -7,7 +7,7 @@ const level = {
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defaultZoom: 1400,
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onLevel: -1,
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levelsCleared: 0,
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"], //intro, gauntlet, final are added in at the start and end of level order
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "ruins"], //intro, gauntlet, final are added in at the start and end of level order
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel"],
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trainingLevels: [
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"walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect",
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@@ -20,7 +20,7 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// m.immuneCycle = Infinity //you can't take damage
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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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// level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("plasma torch")
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// b.giveGuns("harpoon")
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@@ -34,7 +34,7 @@ const level = {
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.tech[297].frequency = 100
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// level.harpoon();
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// level.ruins();
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if (simulation.isTraining) { level.walk(); } else { level.intro(); }
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// level.testing(); //not in rotation, used for testing
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@@ -753,10 +753,12 @@ const level = {
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}
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}
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},
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vanish(x, y, width, height, hide = { x: 0, y: 100 }) {
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vanish(x, y, width, height, hide = { x: 0, y: 150 }) {
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x = x + width / 2
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y = y + height / 2
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const block = body[body.length] = Bodies.rectangle(x, y, width, height, {
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const vertices = [{ x: x, y: y, index: 0, isInternal: false }, { x: x + width, y: y, index: 1, isInternal: false }, { x: x + width, y: y + height, index: 4, isInternal: false }, { x: x, y: y + height, index: 3, isInternal: false }]
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const block = body[body.length] = Bodies.fromVertices(x, y, vertices, {
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// const block = body[body.length] = Bodies.rectangle(x, y, width, height, {
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collisionFilter: {
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category: cat.map,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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@@ -766,21 +768,29 @@ const level = {
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isNotHoldable: true,
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isNonStick: true, //this keep sporangium from sticking
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isTouched: false,
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fadeTime: 30,
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fadeCount: 30,
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fadeTime: 60,
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fadeCount: 60,
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isThere: true,
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returnTime: 180,
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returnTime: 120,
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returnCount: 0,
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query() {
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if (this.isThere) {
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if (this.isTouched) {
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if (!m.isBodiesAsleep) this.fadeCount--
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if (!m.isBodiesAsleep) {
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this.fadeCount--
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const size = Math.max(this.fadeCount / this.fadeTime, 0.03)
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const vertices = [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
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Matter.Body.setVertices(this, vertices) //take on harpoon shape
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}
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if (this.fadeCount < 1) {
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Matter.Body.setPosition(this, hide)
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this.isThere = false
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this.isTouched = false
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this.collisionFilter.mask = 0 //cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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this.returnCount = this.returnTime
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const size = 1
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const vertices = [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
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Matter.Body.setVertices(this, vertices) //take on harpoon shape
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}
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} else if (Matter.Query.collides(this, [player]).length) { // || (Matter.Query.collides(this, body).length)) {
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this.isTouched = true
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@@ -808,15 +818,17 @@ const level = {
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for (let i = 1; i < v.length; ++i) ctx.lineTo(v[i].x, v[i].y);
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ctx.lineTo(v[0].x, v[0].y);
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const color = 220 * (1 - this.fadeCount / this.fadeTime)
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ctx.fillStyle = `rgb(${color},220, 200)`
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// ctx.fillStyle = `rgb(${color},220, 200)`
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// ctx.fillStyle = `rgba(0,220,200,${this.fadeCount/this.fadeTime+0.05})`
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ctx.fillStyle = "#586370"
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ctx.fill();
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// ctx.strokeStyle = `#bff`
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// ctx.stroke();
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},
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});
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Matter.Body.setStatic(block, true); //make static
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Composite.add(engine.world, block); //add to world
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// Composite.add(engine.world, block); //add to world
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if (simulation.isHorizontalFlipped) x *= -1
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return block
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},
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door(x, y, width, height, distance, speed = 1) {
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@@ -2494,7 +2506,7 @@ const level = {
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.defaultZoom = 1800
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#dcdcde";
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document.body.style.backgroundColor = "#d8dadf";
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// powerUps.spawnStartingPowerUps(1475, -1175);
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// spawn.debris(750, -2200, 3700, 16); //16 debris per level
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@@ -2895,6 +2907,155 @@ const level = {
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spawn.bodyRect(2400, -100, 100, 60);
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spawn.bodyRect(2500, -150, 100, 150); //exit step
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},
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ruins() {
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const vanish = []
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level.exit.x = -390;
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level.exit.y = -1835;
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spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 25);
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level.setPosToSpawn(-25, -50); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.defaultZoom = 1800
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#dcdcde";
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spawn.debris(-150, -775, 1425, 3); //16 debris per level
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spawn.debris(1525, -25, 950, 3); //16 debris per level
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spawn.debris(-650, -2100, 575, 2); //16 debris per level
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//bottom floor
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powerUps.spawnStartingPowerUps(1175, -50);
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spawn.mapRect(2475, -1800, 275, 2300);
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spawn.mapRect(-200, -750, 1500, 450);
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spawn.mapRect(150, -425, 1150, 325);
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vanish.push(level.vanish(1300, -225, 200, 225))
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vanish.push(level.vanish(1300, -450, 200, 223))
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spawn.mapRect(-700, 0, 3400, 500);
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vanish.push(level.vanish(-300, -500, 100, 25))
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vanish.push(level.vanish(-450, -200, 100, 25))
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spawn.bodyRect(-450, -175, 100, 175, 0.7);
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spawn.bodyRect(-250, -550, 50, 50, 0.7);
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//middle floor
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spawn.bodyRect(215, -1175, 100, 100, 0.3);
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spawn.mapRect(-700, -2075, 250, 2575);
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if (Math.random() < 0.5) {
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spawn.mapRect(550, -1350, 425, 425);
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spawn.mapRect(25, -1075, 300, 222);
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} else {
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spawn.mapRect(25, -1075, 300, 150);
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spawn.mapRect(550, -1350, 425, 497);
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}
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spawn.bodyRect(225, -850, 50, 100, 0.4);
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spawn.mapRect(600, -1800, 325, 225);
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spawn.mapRect(1900, -1500, 325, 25);
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vanish.push(level.vanish(1100, -1800, 225, 25))
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vanish.push(level.vanish(1500, -1800, 225, 25))
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if (simulation.difficulty > 20) vanish.push(level.vanish(975, -2275, 150, 25))
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if (Math.random() < 0.5) {
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vanish.push(level.vanish(750, -1575, 25, 225))
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} else {
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vanish.push(level.vanish(848, -1575, 75, 225))
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}
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spawn.bodyRect(1000, -1825, 250, 20, 0.2);
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if (Math.random() < 0.5) {
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vanish.push(level.vanish(1400, -1000, 200, 25))
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vanish.push(level.vanish(1625, -1250, 200, 25))
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} else {
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vanish.push(level.vanish(1400, -1075, 175, 175))
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vanish.push(level.vanish(1575, -1250, 175, 175))
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}
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if (Math.random() < 0.5) {
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vanish.push(level.vanish(750, -2075, 200, 25))
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vanish.push(level.vanish(450, -2425, 200, 25))
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} else {
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vanish.push(level.vanish(400, -2150, 150, 25))
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}
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spawn.bodyRect(2100, -1625, 75, 125, 0.3);
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vanish.push(level.vanish(100, -2250, 225, 25))
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if (simulation.difficulty > 20) {
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vanish.push(level.vanish(-225, -1800, 200, 25))
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spawn.mapRect(-475, -1800, 250, 25);
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} else {
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spawn.mapRect(-475, -1800, 450, 25);
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}
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spawn.bodyRect(-150, -1825, 200, 20, 0.2);
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spawn.bodyRect(175, -2325, 75, 75, 0.3);
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spawn.mapRect(-475, -2075, 250, 25);
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spawn.mapRect(-250, -2075, 25, 75);
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// m.immuneCycle = Infinity //you can't take damage
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spawn.randomMob(725, -850, -0.3);
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spawn.randomMob(275, -1125, 0.2);
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spawn.randomMob(700, -1875, 0);
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spawn.randomMob(-150, -1975, 0.5);
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spawn.randomMob(2025, -1600, 0.3);
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spawn.randomMob(1650, -100, 0.2);
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spawn.randomMob(1425, -525, 0.1);
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spawn.randomMob(1625, -1875, 0.3);
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spawn.randomMob(1125, -850, 0.3)
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spawn.randomLevelBoss(2050, -2025)
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spawn.randomGroup(1750, -650, 0.4)
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if (simulation.difficulty > 15) {
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spawn.randomMob(2600, -1850, 0.2);
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spawn.randomMob(850, -1400, 0.2);
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spawn.randomMob(2000, -800, -0.1);
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spawn.randomMob(175, -1125, -0.2);
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spawn.randomGroup(1225, -1475, 0.3);
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spawn.randomGroup(-375, -2400, 0.3);
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}
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spawn.secondaryBossChance(100, -1500)
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
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if (simulation.isHorizontalFlipped) { //flip the map horizontally
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level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
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level.custom = () => {
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level.playerExitCheck();
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ctx.fillStyle = "#d0d3d9"
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ctx.fillRect(-2500, -1800, 2975, 1825);
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ctx.fillStyle = "#c0c3c9"
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ctx.fillRect(-2075, -1475, 25, 1500);
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ctx.fillStyle = "#cff" //exit
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ctx.fillRect(225, -2050, 225, 250)
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level.exit.draw();
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level.enter.draw();
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};
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level.customTopLayer = () => {
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//shadow
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ctx.fillStyle = "rgba(0,10,30,0.1)"
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ctx.fillRect(-1300, -125, 1150, 150)
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ctx.fillRect(-1300, -325, 1500, 350)
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ctx.fillRect(-325, -950, 300, 225)
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ctx.fillRect(-975, -950, 425, 225);
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ctx.fillRect(-925, -1600, 325, 275);
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for (let i = 0, len = vanish.length; i < len; i++) vanish[i].query()
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};
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} else {
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level.custom = () => {
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level.playerExitCheck();
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ctx.fillStyle = "#d0d3d9"
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ctx.fillRect(-475, -1800, 2975, 1825);
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ctx.fillStyle = "#c0c3c9"
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ctx.fillRect(2050, -1475, 25, 1500);
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ctx.fillStyle = "#cff" //exit
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ctx.fillRect(-450, -2050, 225, 250)
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level.exit.draw();
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level.enter.draw();
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};
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level.customTopLayer = () => {
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//shadow
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// ctx.fillStyle = "rgba(0,10,30,0.2)"
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ctx.fillStyle = "rgba(0,10,30,0.1)"
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ctx.fillRect(150, -125, 1150, 150)
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ctx.fillRect(550, -950, 425, 225);
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ctx.fillRect(600, -1600, 325, 275);
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ctx.fillRect(-200, -325, 1500, 350)
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ctx.fillRect(25, -950, 300, 225)
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for (let i = 0, len = vanish.length; i < len; i++) vanish[i].query()
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};
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}
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},
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testChamber() {
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level.setPosToSpawn(0, -50); //lower start
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level.exit.y = level.enter.y - 550;
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@@ -8105,7 +8266,7 @@ const level = {
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};
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if (!initialSpawn) {
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level.defaultZoom = 1000 //was 800 I changed this
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level.defaultZoom = 1300 //was 800 I changed this
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#dcdcde";
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//Level
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@@ -9598,7 +9759,6 @@ const level = {
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b.removeAllGuns();
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b.giveGuns("harpoon")
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let instruction = 0
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level.trainingText(`climb up to the exit`)
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level.custom = () => {
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@@ -1243,9 +1243,9 @@ const simulation = {
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if (e.which === 2) {
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y},0.5);`);
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simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);`);
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} else {
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simulation.outputMapString(`spawn.randomMob(${x}, ${y},0.5);`);
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simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);`);
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}
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} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
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@@ -5161,7 +5161,7 @@ const spawn = {
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spawn = "striker",
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nodes = Math.min(2 + Math.ceil(Math.random() * (simulation.difficulty + 2)), 8),
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//Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(simulation.difficulty/2)),
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radius = Math.ceil(Math.random() * 10) + 17, // radius of each node mob
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radius = Math.ceil(Math.random() * 10) + 18, // radius of each node mob
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sideLength = Math.ceil(Math.random() * 100) + 70, // distance between each node mob
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stiffness = Math.random() * 0.03 + 0.005
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) {
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85
todo.txt
85
todo.txt
@@ -1,14 +1,19 @@
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******************************************************** NEXT PATCH **************************************************
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new training levels "stack", "mine", "grenades", "harpoon"
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new level: ruins, let me know about combat and platforming difficulty balance
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new map element vanish goes away after you touch it, returns in 3 seconds
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bug fixes
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vanish elements now shrink horizontally
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now colored dark blue to not look like mobs
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******************************************************** TODO ********************************************************
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shrink crumble width as it fades out
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player moves through a grid of stacked crumble blocks
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vanish element
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grow as it returns?
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pull bullets back to player with crouch/field
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bullets type?: drones, spores, missiles,
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works for all bullets, write custom code based on bullet type
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bad for: laser, harpoon?, missile and grenade?
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boss that gives nearby mobs invulnerability
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boss is only mildly aggressive
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@@ -32,8 +37,6 @@ training
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spores - use 1 ammo to take out several mobs at once, you have to block with your shield until the mobs die
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drones - use mouse to bring drones around a couple corners
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foam - slow boss mob, and run away
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harpoon - kill one close mob, pick up ammo that is out of reach, first at several far away mobs with crouch
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or just some hard melee combat
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laser - reflect off walls to hit mobs
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field rooms:
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standing wave - bullets come from every direction
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@@ -47,6 +50,8 @@ training
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worm hole - teleport past lasers
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puzzle/platforming rooms:
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use the double constrained platforms
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stealth room
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probably should make 2+
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combat rooms:
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boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses
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use no gun, just bots to kil stuff
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@@ -58,7 +63,7 @@ balance time dilation with bose einstein (you can freeze everything and take no
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overflowing energy does harm?
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or just reduces harm reduction?
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make a line of constained mobs move like a snake
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make a line of constrained mobs move like a snake
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apply forces with directions determined by time and position on the snake
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tech: basic research - heal power ups spawn as research power ups instead, and using research heals you (needs to be pretty low, like 3% health)
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@@ -96,22 +101,11 @@ intro map: diegeticly draw a mouse with field highlighted
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also indicate space?
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dynamically adjust drawing after picking up a gun
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increase mass and movement speed at the same time
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increase jump differently because it scales extra with mass
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m.defaultMass = 4.5
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m.definePlayerMass()
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tech selection menu choices randomize every 1 second
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cycles for 10 cycles before it stops cycling
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new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast
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climb vertically to avoid rising slime
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populate with multiple boss mobs that can't drop tech
|
||||
bosses spawn in pairs
|
||||
|
||||
antimatter (assuming something else isn't already named this); requires negative mass, causes damage to self and enemies within range while active
|
||||
|
||||
give history boss legs?
|
||||
|
||||
field tech - disable blocking, but does high damage to mobs inside field
|
||||
@@ -366,8 +360,6 @@ player can become crouched while not touching the ground if they exit the ground
|
||||
|
||||
a couple times people have reported the final boss dropping extra bodies on death
|
||||
|
||||
Why does micro-extruder lag so much
|
||||
|
||||
blue triangle boss can move backwards and aim away from you if set up properly
|
||||
issues with dot product probably, but might not be worth fixing
|
||||
|
||||
@@ -384,10 +376,15 @@ is there a way to check if the player is stuck inside the map or block
|
||||
|
||||
******************************************************** LEVELS ********************************************************
|
||||
|
||||
level element that goes away after touching player (also bullets?)
|
||||
returns after a set time, or doesn't
|
||||
applications:
|
||||
doors, quick jumping platforming, secrets,
|
||||
new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast
|
||||
climb vertically to avoid rising slime
|
||||
populate with multiple boss mobs that can't drop tech
|
||||
bosses spawn in pairs
|
||||
|
||||
map: observatory
|
||||
button controls rotation of telescope
|
||||
laser beam shoots out of telescope
|
||||
button opens the dome
|
||||
|
||||
level with mobs that follow a genetic algorithm
|
||||
mobs have genes
|
||||
@@ -427,39 +424,6 @@ level with mobs that follow a genetic algorithm
|
||||
|
||||
rename intro level to something lore related
|
||||
|
||||
labs - procedural generation
|
||||
bugs
|
||||
mob spawns shouldn't be based on probability?
|
||||
style
|
||||
graphics look too bright?
|
||||
add shadows and lighting and graphic details?
|
||||
what about performance?
|
||||
with the mobs staggered spawning it should be fine
|
||||
feel
|
||||
disrupt the flat ground
|
||||
less platforming / easier platforming
|
||||
the spinners on exit are still too hard...
|
||||
make combat more interesting
|
||||
is it laggy?
|
||||
in loot room, spawn mobs after power up is grabbed
|
||||
more background graphics, better colors
|
||||
loot room:
|
||||
make it more interesting to get the power up
|
||||
slow player and reduce damage in region
|
||||
increase the size of the region
|
||||
don't have space for much
|
||||
make graphics more unique
|
||||
push player away, so that normal pick up methods don't work, but add a button to disable region
|
||||
room ideas -
|
||||
portal room
|
||||
endlessly falling blocks down a slide, that the player has to climb up
|
||||
portal + rotor + falling blocks = perpetual motion
|
||||
slime room
|
||||
sound room, with buttons to control sound
|
||||
color room with r,g,b buttons to control color
|
||||
mob buff zone: Map element: "Orbital Pickup Zone": Mobs that enter a specific area of the map gain +1 orbital per second, or a shield
|
||||
could put in the loot room
|
||||
|
||||
buttons can now on/off boosts
|
||||
|
||||
repeat map in vertical when you fall teleport to above the mab, as if the map repeats
|
||||
@@ -470,11 +434,6 @@ map element - player rotates a rotor that makes a platform go up or down
|
||||
level element: a zone with wind, anti-gravity, extra gravity
|
||||
control with button
|
||||
|
||||
map: observatory
|
||||
button controls rotation of telescope
|
||||
laser beam shoots out of telescope
|
||||
button opens the dome
|
||||
|
||||
******************************************************** MOBS ********************************************************
|
||||
|
||||
mob that charges up and then fires many bullets at once in a connect
|
||||
|
||||
Reference in New Issue
Block a user