another combo
tech: collimator - add 1 laser beam and align your diverging beams to be parallel requires diffraction grating added secret pilot wave combo to make blocks rewrote combo test algorithm to be more forgiving with pattern matching also extended combos test to arrow keys, not just WASD cache 17->15x ammo metamaterial cloaking 0.3->0.4x damage reduction while cloaked boson composite drains more energy when passing through mobs scales with difficulty subway level has 6->4 (5 on hard difficulty) stations subway gives 1/3->1/5 interest per station bug fixes Higgs skin removal fixed diaphragm skin removal fixed
This commit is contained in:
18
js/level.js
18
js/level.js
@@ -33,7 +33,7 @@ const level = {
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// tech.tech[297].frequency = 100
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// tech.addJunkTechToPool(0.5)
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// m.couplingChange(10)
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// m.setField("wormhole") //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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// 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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// m.energy = 0
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// powerUps.research.count = 3
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// tech.isHookWire = true
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@@ -50,8 +50,8 @@ 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("demineralization")
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// for (let i = 0; i < 1; ++i) tech.giveTech("remineralization")
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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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// 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("quasiparticles") });
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@@ -67,7 +67,7 @@ const level = {
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// for (let i = 0; i < 10; ++i) spawn.starter(1900, -500)
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// for (let i = 0; i < 1; i++) spawn.mantisBoss(1900, -500)
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// for (let i = 0; i < 1; i++) spawn.softBoss(1900, -500)
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// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
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// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 450, m.pos.y + 50 * Math.random(), "gun");
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// for (let i = 0; i < 100; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "ammo");
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@@ -175,7 +175,8 @@ const level = {
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let rate = tech.interestRate
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if (level.onLevel < level.levels.length - 1) {//make sure it's not on the lore level which has an undefined name
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const levelName = level.levels[level.onLevel]
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if (levelName === "final" || levelName === "subway") rate *= 1 / 3
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if (levelName === "final") rate *= 1 / 3
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if (levelName === "subway") rate *= 1 / 5
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}
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let ammoSum = 0
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@@ -2754,6 +2755,11 @@ const level = {
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Composite.add(engine.world, cons[cons.length - 1]);
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}
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},
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// softBody(x, y, angle = 0, isAttached = true, len = 15, radius = 20, stiffness = 1, damping = 1) {
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// https://github.com/liabru/matter-js/blob/master/examples/softBody.js
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// https://brm.io/matter-js/docs/classes/Composites.html
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// https://codepen.io/Shokeen/pen/EmOLJO?editors=0010
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// },
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//******************************************************************************************************************
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//******************************************************************************************************************
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//******************************************************************************************************************
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@@ -3534,7 +3540,7 @@ const level = {
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const stationList = [] //use to randomize station order
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for (let i = 1, totalNumberOfStations = 10; i < totalNumberOfStations; ++i) stationList.push(i) //!!!! update station number when you add a new station
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stationList.sort(() => Math.random() - 0.5);
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stationList.splice(0, 3); //remove some stations to keep it to 4 stations
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stationList.splice(0, simulation.difficultyMode > 4 ? 4 : 5); //remove some stations to keep it to 4 stations
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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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