quantum eraser

tech: quantum eraser - for each mob left alive after you exit a level
  kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
  when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy

incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
  all bosses spawn fewer numbers
  spawning all 4 bosses spawns much fewer numbers

bug fixes
  loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
This commit is contained in:
landgreen
2022-06-28 07:43:02 -07:00
parent 3cb4a649c7
commit 5f098c3d1e
11 changed files with 1047 additions and 122 deletions

View File

@@ -17,18 +17,19 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.addHealth(Infinity)
// m.setField("wormhole")
// b.giveGuns("nail gun")
// m.setField("metamaterial cloaking")
// b.giveGuns("harpoon")
// b.giveGuns("shotgun")
// b.guns[0].ammo = 10000
// b.giveGuns("mine")
// tech.giveTech("alternator")
// // b.giveGuns("mine")
// tech.giveTech("boson composite")
// for (let i = 0; i < 3; ++i) tech.giveTech("smelting")
// for (let i = 0; i < 9; ++i) tech.giveTech("propagator")
// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
// for (let i = 0; i < 9; ++i) tech.giveTech("emergence")
// tech.giveTech("decoherence")
// tech.giveTech("adiabatic healing")
// tech.giveTech("shape-memory alloy")
// tech.giveTech("polyurethane foam")
// tech.giveTech("quantum eraser")
// tech.giveTech("MACHO")
// m.maxHealth = 100
// m.health = m.maxHealth
// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
@@ -45,7 +46,7 @@ const level = {
// powerUps.research.changeRerolls(100)
// spawn.starter(1900, -500, 100)
// for (let i = 0; i < 20; ++i) spawn.exploder(1900, -500)
// spawn.grenadierBoss(1900, -500)
// spawn.timeSkipBoss(1900, -500)
// level.difficultyIncrease(20) //30 is near max on hard //60 is near max on why
// level.testing(); //not in rotation, used for testing
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
@@ -80,6 +81,7 @@ const level = {
simulation.draw.setPaths();
b.respawnBots();
m.resetHistory();
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
if (tech.isForeverDrones) {
if (tech.isDroneRadioactive) {
@@ -2796,21 +2798,21 @@ const level = {
isDoorsLocked = true
for (let i = 0; i < 9; ++i) powerUps.spawn(-1800 + 550 * Math.random(), -1700, "ammo")
for (let i = 0; i < 3; ++i) powerUps.spawn(-1800 + 550 * Math.random(), -1700, "heal");
const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
if (Math.random() < 0.07 && simulation.difficulty > 24) {
for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(-1327 - 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false);
const scale = Math.pow(simulation.difficulty, 0.7) //hard around 30, why around 54
if (Math.random() < 0.07 && simulation.difficulty > 30) {
for (let i = 0, len = scale * 0.25 / 5; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.1 / 5; i < len; ++i) spawn.bounceBoss(-1327 - 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.15 / 5; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.26 / 5; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false);
} else {
if (Math.random() < 0.25) {
for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.33) {
for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(-1327 - 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.5) {
for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
for (let i = 0, len = scale * 0.15; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
} else {
for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
for (let i = 0, len = scale * 0.26; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
}
}
spawn.secondaryBossChance(-2300, -800)
@@ -2876,21 +2878,21 @@ const level = {
isDoorsLocked = true
for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
if (Math.random() < 0.07 && simulation.difficulty > 24) {
for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
const scale = Math.pow(simulation.difficulty, 0.7) //hard around 30, why around 54
if (Math.random() < 0.07 && simulation.difficulty > 30) {
for (let i = 0, len = scale * 0.25 / 5; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.1 / 5; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.15 / 5; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.26 / 5; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
} else {
if (Math.random() < 0.25) {
for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.33) {
for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.5) {
for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
for (let i = 0, len = scale * 0.15; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
} else {
for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
for (let i = 0, len = scale * 0.26; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
}
}
spawn.secondaryBossChance(2200, -800)