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:
landgreen
2021-06-29 07:18:41 -07:00
parent f427f181a3
commit 5d4ef1994c
6 changed files with 136 additions and 148 deletions

View File

@@ -13,25 +13,14 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// simulation.difficulty = 20
// level.difficultyIncrease(30)
// simulation.isHorizontalFlipped = true
// level.difficultyIncrease(99)
// m.setField("nano-scale manufacturing")
// m.setField("time dilation")
// b.giveGuns("grenades")
// tech.giveTech("neutron bomb")
// b.giveGuns("drones")
// tech.giveTech("radioactive drones")
// tech.isRadioactiveResistance = true
// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
// tech.isExplodeRadio = true
// tech.giveTech("vacuum permittivity")
// tech.giveTech("quenching")
// tech.giveTech("decoherence")
// tech.giveTech("supertemporal")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
level.intro(); //starting level
// level.labs();
@@ -969,7 +958,6 @@ const level = {
if (this.height > 0 && Matter.Query.region([player], this).length) {
const DRAIN = 0.003 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
console.log(DRAIN)
if (m.energy > DRAIN) {
m.energy -= DRAIN
} else {
@@ -2091,7 +2079,7 @@ const level = {
// toggle.query();
};
level.setPosToSpawn(0, -750); //normal spawn
level.setPosToSpawn(0, -450); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
@@ -2110,8 +2098,8 @@ const level = {
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
spawn.mapRect(-250, -400, 1000, 600); // shelf
spawn.mapRect(-250, -1200, 1000, 550); // shelf roof
// powerUps.spawnStartingPowerUps(600, -800);
// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
// powerUps.spawn(350, -800, "gun", false);
@@ -2135,16 +2123,16 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500, 200) //big boy
// spawn.grower(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.shooterBoss(1900, -500)
// spawn.historyBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
spawn.hopper(1600, -500)
// spawn.hopper(1600, -500)
// spawn.laserTargetingBoss(1700, -120)
// spawn.bomberBoss(1400, -500)
spawn.hopBoss(1800, -120)
// spawn.hopBoss(1800, -120)
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)