irradiated drones
irradiated drones
new tech: beta radiation - double damage and half lifespan
now don't clump as often, to make the graphics look better
effective radius now includes edges of mobs, not just centers
so they work better on large radius mobs
do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo (was 75%)
irradiated drones can't get a slowing effect anymore
it was just too annoying
nano-scale can now unlock irradiated drone tech properly
nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs
time dilation field is now just called "time dilation"
constraints under time dilation is less buggy, but still a bit buggy
This commit is contained in:
28
js/level.js
28
js/level.js
@@ -13,25 +13,14 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.difficulty = 20
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// level.difficultyIncrease(30)
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// simulation.isHorizontalFlipped = true
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// level.difficultyIncrease(99)
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// m.setField("nano-scale manufacturing")
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// m.setField("time dilation")
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// b.giveGuns("grenades")
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// tech.giveTech("neutron bomb")
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// b.giveGuns("drones")
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// tech.giveTech("radioactive drones")
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// tech.isRadioactiveResistance = true
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// tech.isExplodeRadio = true
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// tech.giveTech("vacuum permittivity")
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// tech.giveTech("quenching")
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// tech.giveTech("decoherence")
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// tech.giveTech("supertemporal")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
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// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
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level.intro(); //starting level
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// level.labs();
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@@ -969,7 +958,6 @@ const level = {
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if (this.height > 0 && Matter.Query.region([player], this).length) {
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const DRAIN = 0.003 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
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console.log(DRAIN)
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if (m.energy > DRAIN) {
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m.energy -= DRAIN
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} else {
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@@ -2091,7 +2079,7 @@ const level = {
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// toggle.query();
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};
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level.setPosToSpawn(0, -750); //normal spawn
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level.setPosToSpawn(0, -450); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 6500;
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level.exit.y = -230;
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@@ -2110,8 +2098,8 @@ const level = {
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spawn.mapRect(-950, 0, 8200, 800); //ground
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spawn.mapRect(-950, -1200, 800, 1400); //left wall
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spawn.mapRect(-950, -1800, 8200, 800); //roof
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spawn.mapRect(-250, -700, 1000, 900); // shelf
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spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
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spawn.mapRect(-250, -400, 1000, 600); // shelf
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spawn.mapRect(-250, -1200, 1000, 550); // shelf roof
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// powerUps.spawnStartingPowerUps(600, -800);
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// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
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// powerUps.spawn(350, -800, "gun", false);
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@@ -2135,16 +2123,16 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500, 200) //big boy
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// spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shooterBoss(1900, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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spawn.hopper(1600, -500)
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// spawn.hopper(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.hopBoss(1800, -120)
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// spawn.hopBoss(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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