perfect slow fall

IceIX is faster, but doesn't last as long
  effective range and damage should be about the same

slow fall while perfect diamagnetism is active

bug fixes
This commit is contained in:
landgreen
2022-09-20 18:03:12 -07:00
parent fbd56a2bca
commit 4553a5ee99
6 changed files with 59 additions and 48 deletions

View File

@@ -23,12 +23,14 @@ const level = {
// powerUps.research.changeRerolls(100000)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.setField("negative mass") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// m.couplingChange(5)
// m.setField("molecular assembler") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// simulation.molecularMode = 2
// m.damage(0.1);
// 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
// b.guns[3].ammo = 1000000
// b.guns[0].ammo = 1000000
// tech.giveTech("phonon")
// tech.giveTech("Meissner effect")
// for (let i = 0; i < 4; ++i) tech.giveTech("bound state")
// for (let i = 0; i < 1; ++i) tech.giveTech("isotropic")
// tech.giveTech("sympathetic resonance")
@@ -37,12 +39,12 @@ const level = {
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.testing();
// spawn.starter(1900, -500)
// spawn.beetleBoss(2538, -1950)
// for (let i = 0; i < 33; ++i) spawn.shooter(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
// for (let i = 0; i < 33; ++i) spawn.starter(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
// tech.addJunkTechToPool(2)
// tech.tech[322].frequency = 100
// level.testing();
// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
@@ -51,11 +53,12 @@ const level = {
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
//lore testing
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// for (let i = 0; i < 5; i++) tech.giveTech("undefined")
// lore.techCount = 2
// simulation.isCheating = false //true;
// level.levelsCleared = 10
// localSettings.loreCount = 7; //this sets what conversation is heard
// mobs.mobDeaths = 200
// localSettings.loreCount = 6; //this sets what conversation is heard
// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
// level.null()
@@ -2658,8 +2661,8 @@ const level = {
// level.onLevel--
// console.log(level.onLevel, level.levels)
//start a conversation based on the number of conversations seen
if (localSettings.loreCount > lore.conversation.length - 1) localSettings.loreCount = lore.conversation.length - 1; //repeat final conversation if they are at the final chapter
if (!simulation.isCheating) {
if (localSettings.loreCount > lore.conversation.length - 1) localSettings.loreCount = lore.conversation.length - 1; //repeat final conversation if lore count is too high
if (!simulation.isCheating && localSettings.loreCount < lore.conversation.length) {
tech.isNoDraftPause = true //disable pause
lore.testSpeechAPI() //see if speech is working
lore.chapter = localSettings.loreCount //set the chapter to listen to to be the lore level (you can't use the lore level because it changes during conversations)
@@ -3289,7 +3292,7 @@ const level = {
//power ups don't spawn in experiment mode, so they don't get removed at the start of experiment mode
function cycle() {
if (simulation.cycle > 10) {
if (localSettings.loreCount === 7) {
if (localSettings.loreCount === 6) {
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2170, "field", false);
} else {
powerUps.spawnStartingPowerUps(2095 + 15 * (Math.random() - 0.5), -2070 - 125);