added 2 new testing keys: J = clear mobs, H = infinity health
added junk tech: ship (it's hard to control, but you get better with practice)
  m.shipMode() in console
This commit is contained in:
landgreen
2021-02-14 05:18:22 -08:00
parent 5aa7233bc8
commit 4ebd87c6a8
10 changed files with 456 additions and 91 deletions

View File

@@ -103,9 +103,8 @@ const spawn = {
level.levels.push("null")
level.exit.x = 5500;
level.exit.y = -330;
simulation.makeTextLog(`level.levels.push("null")`) // <br>${powerUps.research.count}
//remove block map element
simulation.makeTextLog(`<span class="lore-text">undecided</span> <span class='color-symbol'>=</span> ${lore.techCount}/10<br>level.levels.push("null")`);
//remove block map element so exit is clear
Matter.World.remove(engine.world, map[map.length - 1]);
map.splice(map.length - 1, 1);
simulation.draw.setPaths(); //redraw map draw path
@@ -113,8 +112,8 @@ const spawn = {
//reset game
setTimeout(() => {
simulation.makeTextLog(`simulation.complete()`);
let delay = 1000
for (let i = 0; i < 1.01; i += 0.01 + 0.1 * Math.random()) {
let delay = 2000
for (let i = 0; i < 1; i += 0.01 + 0.2 * Math.random() * Math.random()) {
setTimeout(function() {
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(i).toFixed(3)}`);
}, delay);
@@ -122,13 +121,15 @@ const spawn = {
}
setTimeout(function() {
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1`);
}, delay);
delay += 2000
setTimeout(() => {
if (!simulation.paused && !simulation.testing) {
simulation.makeTextLog(`World.clear(engine.world)`);
setTimeout(() => { m.death() }, 2000);
}
setTimeout(() => {
simulation.makeTextLog(`<span class="lore-text">undecided</span> <span class='color-symbol'>=</span> ${lore.techCount}/10`);
setTimeout(() => {
if (!simulation.paused && !simulation.testing) {
simulation.makeTextLog(`World.clear(engine.world)`);
setTimeout(() => { m.death() }, 4000);
}
}, 3000);
}, 2000);
}, delay);
}, 5000);
}
@@ -161,8 +162,10 @@ const spawn = {
//push away mobs
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i] !== this) {
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, mob[i].position)), -65)
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, velocity));
mob[i].damage(Infinity, true);
// const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, mob[i].position)), -65)
// Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, velocity));
}
}