NOR NAND
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
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35
js/level.js
35
js/level.js
@@ -86,6 +86,17 @@ const level = {
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tech.armorFromPowerUps += Math.min(0.03 * powerUps.totalPowerUps, 0.51)
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m.setMaxHealth();
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}
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if (tech.isGunCycle) {
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b.inventoryGun++;
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if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
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simulation.switchGun();
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}
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if (tech.isSwitchReality) {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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simulation.trails()
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for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "tech", false);
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}
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if (tech.isHealLowHealth) {
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const len = Math.floor((m.maxHealth - m.health) / 0.5)
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for (let i = 0; i < len; i++) {
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@@ -105,16 +116,10 @@ const level = {
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if (tech.isPerpetualStun) {
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for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
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}
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if (tech.isGunCycle) {
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b.inventoryGun++;
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if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
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simulation.switchGun();
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}
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if (tech.isSwitchReality) {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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simulation.trails()
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for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "tech", false);
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if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopHarmImmune) {
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tech.isFlipFlopHarmImmune = true
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// if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>on</strong>`
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simulation.makeTextLog(`tech.isFlipFlopHarmImmune <span class='color-symbol'>=</span> true`);
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}
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},
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custom() {},
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@@ -1090,7 +1095,7 @@ const level = {
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// spawn.boost(1500, 0, 900);
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// spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500)
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// spawn.starter(1900, -500)
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// spawn.historyBoss(1900, -500)
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// spawn.ghoster(2900, -500)
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// spawn.launcherBoss(1200, -500)
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@@ -1100,15 +1105,15 @@ const level = {
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// spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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// spawn.streamBoss(1600, -500)
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simulation.difficulty = 30
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spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// simulation.difficulty = 30
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spawn.shieldingBoss(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeGroup(1200, -500, "launcher")
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spawn.snakeBoss(1200, -500)
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// spawn.snakeBoss(1200, -500)
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// spawn.powerUpBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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