n-gon phase graphics
n-gon phase graphics timeskipBoss written build sharing with URL variables
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34
js/level.js
34
js/level.js
@@ -15,13 +15,14 @@ const level = {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// b.giveGuns("vacuum bomb")
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// mech.setField("time dilation field")
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// mech.setField("phase decoherence field")
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// mech.energy = 0.1;
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// b.giveMod("ground state");
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// b.giveMod("negative feedback");
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// b.giveMod("photovoltaics");
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onLoadPowerUps();
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// level.intro(); //starting level
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level.testingMap();
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level.intro(); //starting level
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// level.testing();
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// level.stronghold()
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// level.bosses();
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// level.satellite();
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@@ -75,8 +76,7 @@ const level = {
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if (game.difficulty < 1) game.difficulty = 0;
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game.healScale = 1 / (1 + game.difficulty * 0.09)
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},
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difficultyText() {
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let mode = document.getElementById("difficulty-select").value
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difficultyText(mode = document.getElementById("difficulty-select").value) {
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if (mode === "0") {
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return "easy"
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} else if (mode === "1") {
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@@ -97,7 +97,7 @@ const level = {
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//******************************************************************************************************************
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//******************************************************************************************************************
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testingMap() {
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testing() {
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// level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?
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spawn.setSpawnList();
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level.defaultZoom = 1500
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@@ -137,14 +137,15 @@ const level = {
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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blockDoor(2585, -210)
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spawn.mapRect(2500, -200, 200, 300); //right wall
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spawn.mapRect(4500, -1200, 200, 750); //right wall
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blockDoor(4585, -210)
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spawn.mapRect(4500, -200, 200, 300); //right wall
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spawn.mapRect(4500, -1200, 200, 650); //right wall
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blockDoor(4585, -310)
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spawn.mapRect(4500, -300, 200, 400); //right wall
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spawn.mapRect(6400, -1200, 400, 750); //right wall
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spawn.mapRect(6400, -200, 400, 300); //right wall
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.timeSkipBoss(2900, -500)
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spawn.randomMob(3200, -500)
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},
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bosses() {
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@@ -193,23 +194,16 @@ const level = {
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spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
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powerUps.spawnStartingPowerUps(600, -800);
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function blockDoor(x, y, blockSize = 58) {
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spawn.mapRect(x, y - 290, 40, 60); // door lip
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spawn.mapRect(x, y, 40, 50); // door lip
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for (let i = 0; i < 4; ++i) {
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spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
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}
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}
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blockDoor(710, -710);
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spawn.blockDoor(710, -710);
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spawn[spawn.pickList[0]](1500, -200, 150 + Math.random() * 30);
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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blockDoor(2585, -210)
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spawn.blockDoor(2585, -210)
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spawn.mapRect(2500, -200, 200, 300); //right wall
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spawn.nodeBoss(3500, -200, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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spawn.mapRect(4500, -1200, 200, 750); //right wall
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blockDoor(4585, -210)
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spawn.blockDoor(4585, -210)
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spawn.mapRect(4500, -200, 200, 300); //right wall
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spawn.lineBoss(5000, -200, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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