pilot wave is a bit slower

spammable methods of energy generation no longer work while immune to damage
  rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon

pilot wave follows the mouse a bit slower
  (I think this is actually a buff, because blocks stay in the field better)
a newly clicked pilot wave now begins at the player, not the mouse
  (this is just because it looks cool)

tech: many worlds, now only spawns 1 tech
  (use to spawn a heal, ammo, research too)
This commit is contained in:
landgreen
2021-05-14 05:16:47 -07:00
parent 39c9b08b2e
commit 33ed7dddfa
8 changed files with 35 additions and 39 deletions

View File

@@ -15,7 +15,7 @@ const level = {
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("metamaterial cloaking")
// m.setField("pilot wave")
// b.giveGuns("wave beam")
// b.giveGuns("laser")
// tech.isExplodeRadio = true
@@ -103,9 +103,6 @@ const level = {
m.switchWorlds()
simulation.trails()
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "heal", false);
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "ammo", false);
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "research", false);
}
if (tech.isHealLowHealth) {
const len = Math.floor((m.maxHealth - m.health) / 0.5)