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

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