various changes
wave gun rework and mod added tether to aerie level mod infinite mini gun ammo immortaltity mod buffs springer mob more springy
This commit is contained in:
56
js/level.js
56
js/level.js
@@ -13,21 +13,21 @@ const level = {
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levelsCleared: 0,
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start() {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(14)
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// b.giveGuns("foam")
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level.difficultyIncrease(5)
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// b.giveGuns("wave beam")
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// mech.setField("negative mass field")
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// for (let i = 0; i < 9; i++) {
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// b.giveMod("foam stabilization");
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// b.giveMod("wave phase velocity");
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// b.giveMod("anthropic principle");
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// b.giveMod("acute stress response");
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// }
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level.intro(); //starting level
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// level.intro(); //starting level
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// level.testingMap();
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// level.bosses();
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// level.satellite();
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// level.skyscrapers();
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// level.aerie();
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level.aerie();
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// level.rooftops();
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// level.warehouse();
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// level.highrise();
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@@ -143,7 +143,7 @@ const level = {
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// powerUps.spawn(450, -400, "mod", false, 6);
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// powerUps.spawn(450, -400, "mod", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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spawn.bomberBoss(800, -450);
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spawn.springer(800, -450);
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// spawn.cellBoss(400, -750);
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// spawn.randomLevelBoss(400, -750)
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@@ -889,17 +889,6 @@ const level = {
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spawn.mapRect(2000, -75, 450, 275);
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spawn.bodyRect(2450, 150, 150, 150, 0.4);
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spawn.mapRect(1550, 300, 4600, 200); //ground
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//floor below right tall tower
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spawn.bodyRect(3000, 50, 150, 250, 0.9);
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spawn.bodyRect(4500, -500, 300, 250, 0.7);
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spawn.bodyRect(3500, -100, 100, 150, 0.7);
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spawn.bodyRect(4200, -500, 110, 30, 0.7);
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spawn.bodyRect(3800, -500, 150, 130, 0.7);
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spawn.bodyRect(4000, 50, 200, 150, 0.9);
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spawn.bodyRect(4500, 50, 300, 200, 0.9);
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spawn.bodyRect(4200, -350, 200, 50, 0.9);
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spawn.bodyRect(4700, -350, 50, 200, 0.9);
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spawn.bodyRect(4900, -100, 300, 300, 0.7);
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spawn.boost(5350, 275, 2850);
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// spawn.mapRect(6050, -700, 450, 1200);
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spawn.mapRect(6050, -1060, 450, 1560);
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@@ -941,8 +930,33 @@ const level = {
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spawn.randomBoss(350, -500, 1)
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spawn.randomBoss(4000, -350, 0.6);
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spawn.randomBoss(2750, -550, 0.1);
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if (game.difficulty > 2) spawn.suckerBoss(4500, -400);
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if (game.difficulty > 2) {
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if (Math.random() < 0.3) { // tether ball
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spawn.tetherBoss(4250, 0)
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cons[cons.length] = Constraint.create({
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pointA: {
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x: 4250,
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y: -675
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},
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bodyB: mob[mob.length - 1],
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stiffness: 0.00007
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});
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if (game.difficulty > 4) spawn.nodeBoss(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
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} else {
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//floor below right tall tower
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spawn.bodyRect(3000, 50, 150, 250, 0.9);
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spawn.bodyRect(4500, -500, 300, 250, 0.7);
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spawn.bodyRect(3500, -100, 100, 150, 0.7);
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spawn.bodyRect(4200, -500, 110, 30, 0.7);
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spawn.bodyRect(3800, -500, 150, 130, 0.7);
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spawn.bodyRect(4000, 50, 200, 150, 0.9);
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spawn.bodyRect(4500, 50, 300, 200, 0.9);
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spawn.bodyRect(4200, -350, 200, 50, 0.9);
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spawn.bodyRect(4700, -350, 50, 200, 0.9);
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spawn.bodyRect(4900, -100, 300, 300, 0.7);
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spawn.suckerBoss(4500, -400);
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}
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}
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//add mini boss, giant hopper? or a black hole that spawns hoppers?
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},
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skyscrapers() {
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@@ -1599,7 +1613,7 @@ const level = {
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spawn.randomBoss(4150, -1000, 0.6);
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if (game.difficulty > 2) {
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if (Math.random() < 0.7) {
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if (Math.random() < 0.75) {
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// tether ball
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level.fillBG.push({
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x: 2495,
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@@ -1621,9 +1635,7 @@ const level = {
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if (game.difficulty > 4) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
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} else if (game.difficulty > 3) {
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spawn.shooterBoss(2200, -650);
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}
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}
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},
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//*****************************************************************************************************************
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