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