endless experimental mode
"labs" is now in the normal map rotation experimental mode is now endless (no gauntlet, finalBoss, ...) fixed a bug that was giving experimental mode full life at the start perfect diamagnetism field has a 10% larger radius and arc the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking it still disables field damage effects and player recoil after blocking (for 1/15 of a second) mass-energy now works with catabolism by removing max energy to make ammo ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing) Noether violation gives even more forward recoil blinkBoss has more health, but it's much slower at easy difficulty
This commit is contained in:
11
js/index.js
11
js/index.js
@@ -106,7 +106,7 @@ window.addEventListener('load', () => {
|
||||
simulation.difficultyMode = Number(set[property])
|
||||
document.getElementById("difficulty-select-experiment").value = Number(set[property])
|
||||
}
|
||||
if (property === "level") document.getElementById("starting-level").value = Number(set[property])
|
||||
if (property === "level") document.getElementById("starting-level").value = Math.max(Number(set[property]) - 1, 0)
|
||||
if (property === "noPower") document.getElementById("no-power-ups").checked = Number(set[property])
|
||||
}
|
||||
}
|
||||
@@ -275,7 +275,7 @@ const build = {
|
||||
document.getElementById("pause-grid-right").style.display = "none"
|
||||
window.scrollTo(0, 0);
|
||||
},
|
||||
isExperimentSelection: true,
|
||||
isExperimentSelection: false,
|
||||
choosePowerUp(who, index, type, isAllowed = false) {
|
||||
if (type === "gun") {
|
||||
let isDeselect = false
|
||||
@@ -413,7 +413,7 @@ const build = {
|
||||
</svg>
|
||||
</div>
|
||||
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 190%;background-color:var(--build-bg-color);">
|
||||
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
|
||||
<div>starting level: <input id='starting-level' type="number" step="1" value="1" min="0" max="99"></div>
|
||||
<div>
|
||||
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
|
||||
<select name="difficulty-select" id="difficulty-select-experiment">
|
||||
@@ -466,7 +466,7 @@ const build = {
|
||||
},
|
||||
reset() {
|
||||
simulation.startGame(true); //starts game, but pauses it
|
||||
build.isExperimentSelection = true;
|
||||
build.isExperimentSelection = false;
|
||||
simulation.paused = true;
|
||||
m.setField(0)
|
||||
b.inventory = []; //removes guns and ammo
|
||||
@@ -537,7 +537,7 @@ const build = {
|
||||
}
|
||||
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
|
||||
bullet = []; //remove any bullets that might have spawned from tech
|
||||
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value))
|
||||
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value) - 1)
|
||||
level.difficultyIncrease(Math.min(99, levelsCleared * simulation.difficultyMode)) //increase difficulty based on modes
|
||||
level.levelsCleared += levelsCleared;
|
||||
simulation.isNoPowerUps = document.getElementById("no-power-ups").checked
|
||||
@@ -573,6 +573,7 @@ function openExperimentMenu() {
|
||||
document.body.style.overflowY = "scroll";
|
||||
document.body.style.overflowX = "hidden";
|
||||
document.getElementById("info").style.display = 'none'
|
||||
build.isExperimentSelection = true
|
||||
build.reset();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user