downpour and buttonbutton community maps
community map downpour by DesBoot community map buttonbutton by ||Destabilized E|| rounded borders on no-image mode selection cards foam gun has some recoil new superball gun image bug fixes
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13
js/level.js
13
js/level.js
@@ -10,7 +10,7 @@ const level = {
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// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
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//see level.populateLevels: (intro, ... , reservoir or factory, reactor, ... , gauntlet, final) added later
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton"],
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour"],
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trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
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levels: [],
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start() {
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@@ -27,14 +27,14 @@ const level = {
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(5)
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// m.setField("wormhole") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// m.setField("metamaterial cloaking") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("foam") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[3].ammo = 100000000
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// tech.giveTech("recycling")
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// tech.giveTech("dead reckoning")
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// tech.giveTech("pressure vessel")
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// for (let i = 0; i < 1; ++i) tech.giveTech("pseudoscience")
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// for (let i = 0; i < 1; ++i) tech.giveTech("options exchange")
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// for (let i = 0; i < 1; i++) tech.giveTech("laser-bot")
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@@ -42,7 +42,7 @@ const level = {
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.testing();
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// level.downpour();
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// spawn.nodeGroup(3200, -300, "sniper")
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// spawn.nodeGroup(2200, -300, "sniper")
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// spawn.nodeGroup(2200, -300, "sniper")
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@@ -18166,6 +18166,7 @@ const level = {
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},
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downpour() {
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simulation.makeTextLog(`<strong>Downpour</strong> by <span class='color-var'>DesBoot</span>`);
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simulation.makeTextLog(`<span class='color-var'>level</span>.onLevel = "Downpour"`);
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let mobsspawned = 0
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const laser = level.hazard(7492, -2612, 10, 500, 0.3) //laserintro
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@@ -18205,7 +18206,7 @@ const level = {
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do {
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ctx.beginPath()
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// ctx.fillStyle = "rgba(30,150,117,255)"
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ctx.fillStyle = "rgba(30,150,117,255)"
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ctx.rect(Math.random() * 4500 - 2000, -5000, Math.random() * 3 + 2.5, 5000)
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ctx.rect(Math.random() * 4500 - 2000, -5000, Math.random() * 3 + 2.5, 5000)
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ctx.rect(Math.random() * 4500 - 2000, -5000, Math.random() * 3 + 2.5, 5000)
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