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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@@ -105,7 +105,7 @@ const spawn = {
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level.levels.push("null")
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level.exit.x = 5500;
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level.exit.y = -330;
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simulation.makeTextLog(`<span class="lore-text">undecided</span> <span class='color-symbol'>=</span> ${lore.techCount}/10<br>level.levels.push("null")`);
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/10<br>level.levels.push("null")`);
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//remove block map element so exit is clear
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Matter.World.remove(engine.world, map[map.length - 1]);
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map.splice(map.length - 1, 1);
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@@ -124,7 +124,7 @@ const spawn = {
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setTimeout(function() {
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simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1`);
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setTimeout(() => {
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simulation.makeTextLog(`<span class="lore-text">undecided</span> <span class='color-symbol'>=</span> ${lore.techCount}/10`);
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/10`);
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setTimeout(() => {
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if (!simulation.paused && !simulation.testing) {
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simulation.makeTextLog(`World.clear(engine.world)`);
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@@ -835,7 +835,7 @@ const spawn = {
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me.stroke = "transparent"; //used for drawSneaker
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me.eventHorizon = radius * 23; //required for blackhole
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me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
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me.accelMag = 0.00009 * simulation.accelScale;
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me.accelMag = 0.0001 * simulation.accelScale;
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me.frictionAir = 0.025;
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me.collisionFilter.mask = cat.player | cat.bullet
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me.memory = Infinity;
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@@ -2587,7 +2587,7 @@ const spawn = {
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World.add(engine.world, consBB[consBB.length - 1]);
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spawn.shield(me, x, y, 1);
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},
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snakeBody(x, y, radius = 14) {
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snakeBody(x, y, radius = 10) {
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mobs.spawn(x, y, 8, radius, "rgba(0,180,180,0.4)");
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let me = mob[mob.length - 1];
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// me.onHit = function() {
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