mob body slice
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob requires cloaking or time dilation field tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level. requires cloaking or time dilation field JUNK tech: all-stars - make mobs look like stars JUNK tech: mouth - make mobs look like they have a mouth the nonCollideBosses have been made 10% harder to kill these are the types of bosses that spawn from apomixis on 100% duplication 7+ sided mobs may slice in two when they die
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20
js/level.js
20
js/level.js
@@ -19,8 +19,8 @@ const level = {
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// b.giveGuns("harpoon")
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// tech.giveTech("toggling harpoon")
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// tech.giveTech("filament")
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// tech.giveTech("isotropic radiator")
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// tech.giveTech("necrophage")
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// tech.giveTech("mouth")
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// tech.giveTech("all-stars")
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// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
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// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
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@@ -108,8 +108,9 @@ const level = {
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m.eyeFillColor = m.fieldMeterColor
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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if (tech.removeMaxHealthOnKill > 0.01) {
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for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false)
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if (tech.isSpawnExitTech) {
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// for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
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for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
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}
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},
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custom() {},
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@@ -2291,14 +2292,13 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.blockGroup(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.snakeSuckBoss(1900, -500)
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// spawn.grenadier(1900, -500)
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// spawn.sneaker(1900, -500, 200)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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@@ -2316,7 +2316,7 @@ const level = {
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.nodeGroup(1800, -500, "grenadier")
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// spawn.nodeGroup(1200, 0, "grenadier")
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// spawn.snakeBoss(1200, -500)
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spawn.snakeBoss(1200, -500)
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// spawn.suckerBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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@@ -4365,15 +4365,15 @@ const level = {
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Composite.add(engine.world, cons[cons.length - 1]);
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spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
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spawn.bodyRect(-2550, 1200, 150, 150, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2763, 1300, 350, 100, 1, spawn.propsHoist); //hoist
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cons[cons.length] = Constraint.create({
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pointA: {
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x: -2575,
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y: 150
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},
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bodyB: body[body.length - 1],
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stiffness: 0.0005,
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stiffness: 0.0004,
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length: 566
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});
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Composite.add(engine.world, cons[cons.length - 1]);
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