mod conditions, ground stomp
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@@ -64,10 +64,10 @@ const b = {
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b.isModMassEnergy = false;
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b.modLaserBotCount = 0;
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b.modNailBotCount = 0;
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b.modCollisionImmuneCycles = 30;
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b.modBlockDmg = 0;
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b.isModPiezo = false;
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b.isModStomp = false;
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b.modCollisionImmuneCycles = 30;
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mech.Fx = 0.015;
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mech.jumpForce = 0.38;
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mech.maxHealth = 1;
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@@ -152,7 +152,7 @@ const b = {
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maxCount: 3,
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count: 0,
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allowed() {
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return true
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return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse");
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},
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effect: () => {
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b.modExplosionRadius += 0.2;
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@@ -164,7 +164,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.modExplosionRadius > 1) ? true : false;
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return (b.modExplosionRadius > 1)
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},
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effect: () => {
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b.isModImmuneExplosion = true;
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@@ -300,21 +300,21 @@ const b = {
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mech.jumpForce = 0.38 * 1.1;
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}
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},
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// {
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// name: "ground stomp",
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// description: "hard landings release <strong>spores</strong>",
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// maxCount: 1,
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// count: 0,
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// allowed() {
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// return b.modSquirrelFx === 1.2 ? true : false;
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// },
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// effect() {
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// b.isModStomp = true
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// }
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// },
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{
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name: "ground stomp",
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description: "hard landings release <strong style='letter-spacing: 2px;'>spores</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modSquirrelFx === 1.2
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},
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effect() {
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b.isModStomp = true
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}
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},
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{
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name: "Pauli exclusion",
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description: "unable to <strong>collide</strong> with enemies for +2 second<br>activates after being <strong>harmed</strong> from a collision",
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description: `unable to <strong>collide</strong> with enemies for +120 seconds<br>activates after being <strong>harmed</strong> from a collision`,
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -331,7 +331,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return b.modCollisionImmuneCycles > 120 || b.isModPiezo
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},
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effect() {
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b.isModAnnihilation = true
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17
js/level.js
17
js/level.js
@@ -16,10 +16,11 @@ const level = {
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// level.difficultyIncrease(15)
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// b.giveGuns("minigun")
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// mech.setField("phase decoherence field")
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// b.giveMod("ground stomp");
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b.giveMod("squirrel-cage rotor");
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b.giveMod("ground stomp");
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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.testingMap();
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// level.bosses();
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// level.satellite();
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// level.skyscrapers();
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@@ -50,7 +51,7 @@ const level = {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.11; //damage done by mobs increases each level
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game.dmgScale += 0.13; //damage done by mobs increases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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game.accelScale *= 1.02 //mob acceleration increases each level
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game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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@@ -61,7 +62,7 @@ const level = {
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.11; //damage done by mobs increases each level
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game.dmgScale -= 0.13; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.93; //damage done by player decreases each level
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game.accelScale /= 1.02 //mob acceleration increases each level
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@@ -129,7 +130,7 @@ const level = {
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// spawn.bomberBoss(800, -450);
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// spawn.cellBoss(400, -750);
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spawn.randomLevelBoss(400, -750)
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// spawn.randomLevelBoss(400, -750)
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// spawn.laser(400, -550);
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// spawn.starter(1200, -1050);
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@@ -1180,8 +1181,8 @@ const level = {
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//building 2
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spawn.mapRect(-4450, -600, 2300, 750);
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spawn.mapRect(-2225, -500, 175, 550);
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spawn.mapRect(-2600, -975, 450, 50);
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// spawn.boost(-2800, -600, 1150);
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// spawn.mapRect(-2600, -975, 450, 50);
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spawn.boost(-2800, -600, 1150);
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spawn.mapRect(-3450, -1325, 550, 50);
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spawn.mapRect(-3425, -2200, 525, 50);
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spawn.mapRect(-2600, -1700, 450, 50);
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11
js/player.js
11
js/player.js
@@ -206,11 +206,14 @@ const mech = {
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mech.yOff = mech.yOffWhen.jump;
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mech.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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if (b.isModStompPauli) {
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mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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}
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if (b.isModStomp) {
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// const len = Math.min(10, momentum * 0.03)
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// for (let i = 0; i < 10; i++) {
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// b.spore(player) //spawn drone
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// }
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const len = Math.min(20, (momentum - 110) * 0.07)
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for (let i = 0; i < len; i++) {
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b.spore(player) //spawn drone
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}
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} else if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165 * b.modSquirrelFx) { //falling damage
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let dmg = Math.sqrt(momentum - 165) * 0.01
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dmg = Math.min(Math.max(dmg, 0.02), 0.20);
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