possible bug fixes for the crouch lock bug

tech: NAND gate -  at the start of a level set flip-flop to "on"
tech: NOR gate - do 50% more damage when the flip-flop is in the "off" state
This commit is contained in:
landgreen
2021-02-27 12:47:16 -08:00
parent 5c466b4e09
commit 542815478e
9 changed files with 154 additions and 67 deletions

View File

@@ -86,6 +86,17 @@ const level = {
tech.armorFromPowerUps += Math.min(0.03 * powerUps.totalPowerUps, 0.51)
m.setMaxHealth();
}
if (tech.isGunCycle) {
b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
simulation.switchGun();
}
if (tech.isSwitchReality) {
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
m.switchWorlds()
simulation.trails()
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "tech", false);
}
if (tech.isHealLowHealth) {
const len = Math.floor((m.maxHealth - m.health) / 0.5)
for (let i = 0; i < len; i++) {
@@ -105,16 +116,10 @@ const level = {
if (tech.isPerpetualStun) {
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
}
if (tech.isGunCycle) {
b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
simulation.switchGun();
}
if (tech.isSwitchReality) {
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
m.switchWorlds()
simulation.trails()
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "tech", false);
if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopHarmImmune) {
tech.isFlipFlopHarmImmune = true
// if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>on</strong>`
simulation.makeTextLog(`tech.isFlipFlopHarmImmune <span class='color-symbol'>=</span> true`);
}
},
custom() {},
@@ -1090,7 +1095,7 @@ const level = {
// spawn.boost(1500, 0, 900);
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500)
// spawn.starter(1900, -500)
// spawn.historyBoss(1900, -500)
// spawn.ghoster(2900, -500)
// spawn.launcherBoss(1200, -500)
@@ -1100,15 +1105,15 @@ const level = {
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.streamBoss(1600, -500)
simulation.difficulty = 30
spawn.orbitalBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.cellBossCulture(1600, -500)
// simulation.difficulty = 30
spawn.shieldingBoss(1600, -500)
// spawn.shieldingBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
// spawn.nodeGroup(1200, -500, "launcher")
spawn.snakeBoss(1200, -500)
// spawn.snakeBoss(1200, -500)
// spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},