block
"block" is now styled text blocking with a shield is now called deflecting added 100% block damage buffs to flywheel and inelastic collision restitution now spawns 2 power ups (up from 1) about 75 edits to tech requirement text
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11
js/level.js
11
js/level.js
@@ -29,6 +29,7 @@ const level = {
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level.intro(); //starting level
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// level.testing(); //not in rotation
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// level.template(); //blank start new map development
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// level.final() //final boss level
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// level.gauntlet(); //before final boss level
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// level.testChamber() //less mobs, more puzzle
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@@ -114,16 +115,6 @@ const level = {
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for (let j = 0, len = 1 + 2 * Math.random(); j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
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}
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for (let i = 0; i < tech.wimpExperiment; i++) spawn.WIMP()
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// if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
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// if (tech.isPerpetualAmmo) {
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// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "ammo", false);
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// }
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// if (tech.isPerpetualHeal) {
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// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
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// }
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// if (tech.isPerpetualStun) {
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// for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
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// }
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if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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m.eyeFillColor = m.fieldMeterColor
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