buffBoss:  group of mobs that buff their group after they die
  this boss maybe unbalanced in some situations, let me know
  (get them all low on health before you start killing them)

complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
  also tech frequency was halved

tech fermions is now on by default: thrown blocks can collide with intangible mobs
  pilot wave uses 5% more energy for balance
This commit is contained in:
landgreen
2021-07-22 06:11:22 -07:00
parent 34d295cf48
commit 3f8517b27e
7 changed files with 184 additions and 110 deletions

View File

@@ -12,9 +12,9 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(30)
// level.difficultyIncrease(60) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("perfect diamagnetism")
// m.setField("wormhole")
// b.giveGuns("spores")
// tech.giveTech("CPT reversal")
// tech.giveTech("causality bombs")
@@ -640,10 +640,10 @@ const level = {
this.isUp = true;
} else {
if (this.isUp === true) {
const list = Matter.Query.region(body, this)
const list = Matter.Query.region(body, this) //are any blocks colliding with this
if (list.length > 0) {
if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) {
Matter.Body.setPosition(list[0], {
if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) { //not too big of a block
Matter.Body.setPosition(list[0], { //teleport block to the center of the button
x: this.min.x + width / 2,
y: list[0].position.y
})
@@ -2195,7 +2195,9 @@ const level = {
spawn.mapRect(475, -25, 25, 50); //edge shelf
},
testing() {
// const button = level.button(200, -700)
const button = level.button(1000, 0)
spawn.bodyRect(1000, -50, 50, 50);
// const toggle = level.toggle(200, -700)
level.custom = () => {
// button.draw();
@@ -2206,7 +2208,8 @@ const level = {
level.enter.draw();
};
level.customTopLayer = () => {
// toggle.query();
button.query();
button.draw();
};
level.setPosToSpawn(0, -450); //normal spawn
@@ -2253,8 +2256,8 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500)
// spawn.starter(1900, -500, 200) //big boy
spawn.buffBossCulture(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.shieldingBoss(1900, -500)
@@ -2268,7 +2271,7 @@ const level = {
// spawn.bomberBoss(1400, -500)
// spawn.hopBoss(1800, -120)
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
// spawn.powerUpBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1600, -500)
// spawn.grenadier(1200, -500)
@@ -7056,7 +7059,7 @@ const level = {
spawn.randomGroup(2000, -5700, 0.6);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss"];
let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss", "buffBossCulture"];
let abc = Math.random();
if (simulation.difficulty > 3) {
if (abc < 0.6) {