JUNK tech: tinker - unlock JUNK tech in experiment mode
  this effect is stored for future visits on the same browser
several JUNK tech text have been cleaned up

your explosions do 8% more damage, but not more harm
grenade gun fires 5% faster
ruins/pavilion map is adjusted to be a bit easier to move around
crouching speeds up exit door animation

removed google analytics
bug fix with power ups and frozen time
bug fix with elevators and map collision
This commit is contained in:
landgreen
2022-01-22 07:39:05 -08:00
parent 083eb83e69
commit 53392df55e
10 changed files with 191 additions and 160 deletions

View File

@@ -20,7 +20,7 @@ const level = {
// m.setField("time dilation")
// b.giveGuns("harpoon")
// for (let i = 0; i < 9; i++) tech.giveTech("slow light")
// tech.giveTech("boson composite")
// tech.giveTech("grenade production")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// tech.giveTech("charmed baryons")
// tech.giveTech("tinsellated flagella")
@@ -31,7 +31,7 @@ const level = {
// tech.tech[297].frequency = 100
// simulation.enableConstructMode() //used to build maps in testing mode
// level.vats();
// level.pavilion();
// level.testing(); //not in rotation, used for testing
if (simulation.isTraining) { level.walk(); } else { level.intro(); }
@@ -321,7 +321,7 @@ const level = {
player.position.y < level.exit.y - 40 &&
player.velocity.y < 0.1
) {
level.exitCount += 2
level.exitCount += input.down ? 8 : 2
} else if (level.exitCount > 0) {
level.exitCount -= 2
}
@@ -484,7 +484,7 @@ const level = {
const who = body[body.length] = Bodies.rectangle(x, isAtTop ? maxHeight : y, width, height, {
collisionFilter: {
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
mask: cat.map | cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
inertia: Infinity, //prevents rotation
@@ -2557,7 +2557,7 @@ const level = {
// spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(3200, -500)
spawn.powerUpBoss(1900, -500)
// spawn.powerUpBossBaby(3200, -500)
// spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500)
@@ -2575,7 +2575,7 @@ const level = {
// spawn.tetherBoss(1700, -500) //go to actual level?
// spawn.revolutionBoss(1900, -500)
// spawn.bomberBoss(1400, -500)
spawn.cellBossCulture(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1700, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
@@ -3298,25 +3298,30 @@ const level = {
//bottom floor
//entrance
spawn.mapRect(-200, -750, 1500, 100);
spawn.mapRect(-575, 0, 3275, 500);
spawn.mapRect(-1275, 275, 875, 225);
spawn.mapRect(-575, 0, 2150, 500);
// spawn.mapRect(-1275, 275, 875, 225);
spawn.mapRect(-1275, 275, 3975, 225);
spawn.mapRect(-1050, 0, 325, 50);
spawn.mapRect(-775, 0, 50, 140);
vanish.push(level.vanish(-725, 13, 150, 25))
spawn.mapRect(-200, -750, 100, 648);
spawn.mapRect(1200, -750, 100, 648);
spawn.mapRect(-200, -750, 100, 600);
// spawn.mapRect(1200, -750, 100, 600);
vanish.push(level.vanish(-350, -225, 150, 225))
vanish.push(level.vanish(-350, -450, 150, 223))
spawn.mapRect(2475, -1800, 250, 2300);
vanish.push(level.vanish(1300, -225, 150, 225))
vanish.push(level.vanish(1300, -450, 150, 223))
powerUps.spawnStartingPowerUps(550, -100);
// vanish.push(level.vanish(1300, -375, 150, 225))
// vanish.push(level.vanish(1300, -450, 150, 223))
// spawn.mapRect(1200, -375, 250, 50);
// spawn.mapRect(1200, -375, 250, 225);
// spawn.mapRect(1200, -375, 175, 25);
spawn.mapRect(1200, -750, 100, 450);
spawn.mapRect(1200, -375, 250, 75);
powerUps.spawnStartingPowerUps(550, -100);
spawn.mapRect(125, -12, 850, 50);
spawn.mapRect(175, -25, 750, 50);
spawn.bodyRect(1350, -175, 150, 175, 0.5);
spawn.bodyRect(1350, -600, 125, 225, 0.2);
//entrance
// vanish.push(level.vanish(-300, -500, 100, 25))
// vanish.push(level.vanish(-450, -200, 100, 25))
@@ -3334,14 +3339,20 @@ const level = {
spawn.mapRect(500, -1350, 525, 497);
spawn.mapRect(25, -1050, 300, 150);
}
vanish.push(level.vanish(550, -1575, 50, 225))
vanish.push(level.vanish(925, -1575, 50, 225))
if (Math.random() < 0.5) {
vanish.push(level.vanish(400, -1600, 175, 25))
vanish.push(level.vanish(950, -1600, 175, 25))
} else {
vanish.push(level.vanish(550, -1575, 50, 225))
vanish.push(level.vanish(925, -1575, 50, 225))
}
// vanish.push(level.vanish(575, -1575, 375, 225))
spawn.bodyRect(225, -850, 50, 100, 0.4);
spawn.mapRect(600, -1800, 325, 225);
spawn.mapRect(1900, -1500, 325, 25);
spawn.bodyRect(1000, -1825, 250, 20, 0.2);
spawn.bodyRect(1050, -1825, 250, 20, 0.2);
if (Math.random() < 0.5) {
vanish.push(level.vanish(1400, -1000, 200, 25))
vanish.push(level.vanish(1625, -1250, 200, 25))
@@ -3349,9 +3360,10 @@ const level = {
vanish.push(level.vanish(1400, -1075, 175, 175))
vanish.push(level.vanish(1575, -1250, 175, 175))
}
vanish.push(level.vanish(1100, -1800, 225, 25))
vanish.push(level.vanish(1500, -1800, 225, 25))
vanish.push(level.vanish(-50, -1800, 400, 25))
vanish.push(level.vanish(1125, -1800, 625, 25))
// vanish.push(level.vanish(1500, -1800, 225, 25))
vanish.push(level.vanish(-50, -1800, 450, 25))
//exit
spawn.mapRect(-1050, -1450, 700, 25);
@@ -3384,7 +3396,7 @@ const level = {
ctx.fillStyle = "#d0d3d9"
ctx.fillRect(-2500, -1800, 3575, 2100);
ctx.fillStyle = "#c0c3c9"
ctx.fillRect(-2075, -1475, 25, 1500);
ctx.fillRect(-2075, -1475, 25, 1800);
ctx.fillStyle = "#cff" //exit
ctx.fillRect(550, -1800, 525, 350)
@@ -3394,6 +3406,7 @@ const level = {
level.customTopLayer = () => {
//shadow
ctx.fillStyle = "rgba(0,10,30,0.1)"
ctx.fillRect(-1450, -300, 150, 325);
ctx.fillRect(-1300, -650, 1500, 650)
ctx.fillRect(725, 50, 325, 225)
ctx.fillRect(-325, -950, 300, 225)
@@ -3407,7 +3420,7 @@ const level = {
ctx.fillStyle = "#d0d3d9"
ctx.fillRect(-1075, -1800, 3575, 2100);
ctx.fillStyle = "#c0c3c9"
ctx.fillRect(2050, -1475, 25, 1500);
ctx.fillRect(2050, -1475, 25, 1800);
ctx.fillStyle = "#cff" //exit
ctx.fillRect(-1050, -1800, 525, 350)
@@ -3417,6 +3430,7 @@ const level = {
level.customTopLayer = () => {
//shadow
ctx.fillStyle = "rgba(0,10,30,0.1)"
ctx.fillRect(1300, -300, 150, 325);
ctx.fillRect(-200, -675, 1500, 700)
ctx.fillRect(500, -950, 525, 225);
ctx.fillRect(600, -1600, 325, 275);