pilot wave tech
pilot wave tech: Bells theorem - field is always on for no energy cost pilot wave tech: principle of locality - 0.9x damage taken while inside pilot wave field, -2 choices hidden-variable theory 1.2->1.3 damage per field tech WIMPS spawn 4->5 research per level bug fixes fixed exploit with final tech power up on subway level
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36
js/level.js
36
js/level.js
@@ -35,15 +35,6 @@ const level = {
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// m.couplingChange(10)
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// m.setField("pilot wave") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// spawn.bodyRect(625, -100, 100, 75);
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// spawn.bodyRect(750, -125, 250, 100);
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// spawn.bodyRect(500, -150, 75, 100);
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// spawn.bodyRect(1150, -125, 225, 75);
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// spawn.bodyRect(1425, -250, 25, 150);
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// spawn.bodyRect(1525, -100, 75, 25);
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// spawn.bodyRect(1550, -200, 150, 100);
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// m.energy = 0
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// powerUps.research.count = 3
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// tech.isHookWire = true
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@@ -60,8 +51,8 @@ const level = {
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// requestAnimationFrame(() => { tech.giveTech("non-renewables") });
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// tech.giveTech("dark matter")
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// tech.addJunkTechToPool(0.5)
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// for (let i = 0; i < 1; ++i) tech.giveTech("paradigm shift")
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// for (let i = 0; i < 1; ++i) tech.giveTech("Higgs mechanism")
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// for (let i = 0; i < 1; ++i) tech.giveTech("principle of locality")
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// for (let i = 0; i < 1; ++i) tech.giveTech("Bells theorem")
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// m.skin.egg();
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// for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds")
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("surfing") });
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@@ -71,7 +62,7 @@ const level = {
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(450, -50, "field");
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 250, "research", false);
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// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
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// level.testing();
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// level.subway();
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level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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@@ -139,7 +130,7 @@ const level = {
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for (let i = 0; i < tech.wimpCount; i++) {
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spawn.WIMP()
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mob[mob.length - 1].isDecoupling = true //so you can find it to remove
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for (let j = 0, len = 4; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
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for (let j = 0, len = 5; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
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}
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if (m.plasmaBall) m.plasmaBall.fire()
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@@ -147,6 +138,11 @@ const level = {
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const flip = localSettings.entanglement.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
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powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
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}
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if (m.fieldMode === 8) {
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Matter.Body.setPosition(m.fieldUpgrades[8].collider, m.pos);
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m.fieldPosition = { x: m.pos.x, y: m.pos.y }
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m.lastFieldPosition = { x: m.pos.x, y: m.pos.y }
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}
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level.newLevelOrPhase()
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if (simulation.isTraining) {
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simulation.difficultyMode = 1
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@@ -3555,6 +3551,7 @@ const level = {
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stationList.unshift(0) //add index zero to the front of the array
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let isExitOpen = false
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let isTechSpawned = false
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let gatesOpenRight = -1
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let gatesOpenLeft = -1
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const infrastructure = (x, isInProgress = true) => {
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@@ -3636,7 +3633,10 @@ const level = {
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if (isExitOpen) {
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level.exit.x = x - 50;
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level.exit.y = -260;
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if (simulation.difficultyMode < 7) powerUps.spawn(level.exit.x, level.exit.y - 100, "tech");
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if (simulation.difficultyMode < 7 && !isTechSpawned) {
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isTechSpawned = true
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powerUps.spawn(level.exit.x, level.exit.y - 100, "tech");
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}
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} else {
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var gateButton = level.button(x - 62, -237, 125, false) //x, y, width = 126, isSpawnBase = true
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gateButton.isUp = true
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@@ -7772,6 +7772,7 @@ const level = {
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},
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gravitron() {
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mobs.maxMobBody = 25 //normally 40, but set lower to avoid too much clutter
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level.isVerticalFLipLevel = true
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simulation.fallHeight = 4000
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level.announceMobTypes()
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@@ -7787,7 +7788,12 @@ const level = {
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powerUps.chooseRandomPowerUp(3900, 925);
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let buttons = []
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level.isFlipped = false;
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// level.isFlipped = false;
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if (simulation.isInvertedVertical) {
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level.isFlipped = true
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} else {
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level.isFlipped = false
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}
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let isFlipping = false;
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const flipAnimationCycles = 60
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