merged shotgun tech
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
(set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple
merged similar gun tech
needle gun+needle shot
rivet gun+shotgun slug
shockwave+blast mines
nematodes+worm-shot
necrophoresis+necrophage
the worm aspect now spawns 3 copies instead of just a lifespan reset
This commit is contained in:
23
js/level.js
23
js/level.js
@@ -16,10 +16,10 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// b.giveGuns("harpoon")
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// for (let i = 0; i < 9; i++) tech.giveTech("smelting")
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// tech.giveTech("exchange interaction")
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// tech.giveTech("grappling hook")
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b.giveGuns("harpoon")
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tech.giveTech("railgun")
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// tech.giveTech("necrophage")
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// tech.giveTech("isotropic radiator")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
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@@ -32,7 +32,7 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reactor();
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// level.testing(); //not in rotation, used for testing
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// level.pavilion()
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// level.highrise()
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if (simulation.isTraining) { level.walk(); } else { level.intro(); }
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// powerUps.research.changeRerolls(3000)
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@@ -103,7 +103,8 @@ const level = {
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for (let j = 0, len = 5; 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.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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// if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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if ((tech.isRelay || tech.isFlipFlop) && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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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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@@ -2538,16 +2539,16 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(1) //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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m.addHealth(Infinity)
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// spawn.starter(1900, -500, 200) //big boy
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// for (let i = 0; i < 10; ++i) spawn.hopper(1900, -500)
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for (let i = 0; i < 10; ++i) spawn.hopper(1900, -500)
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// spawn.slashBoss(1900, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(1900, -500)
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spawn.powerUpBossBaby(3200, -500)
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// spawn.powerUpBossBaby(3200, -500)
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// spawn.snakeBoss(1700, -500)
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// spawn.streamBoss(3200, -500)
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// spawn.pulsarBoss(1700, -500)
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@@ -4729,7 +4730,7 @@ const level = {
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const elevator1 = level.elevator(-790, -190, 180, 25, -1150, 0.0025, { up: 0.01, down: 0.2 }, true) //x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
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elevator1.addConstraint();
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// const button1 = level.button(-500, -200)
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const toggle1 = level.toggle(-500, -200) //(x,y,isOn,isLockOn = true/false)
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const toggle1 = level.toggle(-300, -200) //(x,y,isOn,isLockOn = true/false)
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const elevator2 = level.elevator(-3630, -1000, 180, 25, -1740) //x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
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elevator2.addConstraint();
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@@ -4843,7 +4844,7 @@ const level = {
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spawn.bodyRect(-75, -300, 50, 50);
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spawn.mapRect(-600, -200, 500, 250); //ledge for boarding elevator
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spawn.bodyRect(-250, -300, 100, 100); //a nice block near the elevator
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spawn.bodyRect(-500, -300, 100, 100, 0.6); //a nice block near the elevator
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spawn.bodyRect(-425, -1375, 400, 225);
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spawn.mapRect(-925, -1575, 50, 475);
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