elasticity

tech: elasticity - skin, does "crouch landings" a tiny bit more
  jump and move faster, +15% defense
  (replaces squirrel cage rotor)

tech: diaphragm -  skin, defense cycles between -33% and +100%
  requires aperture

tungsten carbide 150->200 maximum health
  but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins

pause brings up the most recent in game console message
  in game console no longer fades out it just instantly goes on and off

bug fixes
This commit is contained in:
landgreen
2023-02-07 15:41:42 -08:00
parent 6814c104a1
commit 9402cf2fe0
13 changed files with 500 additions and 250 deletions

View File

@@ -33,12 +33,12 @@ const level = {
// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[0].ammo = 10000
// tech.giveTech("tungsten carbide")
// tech.giveTech("ship")
// tech.giveTech("aperture")
// tech.giveTech("diaphragm")
// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
// for (let i = 0; i < 1; ++i) tech.giveTech("squirrel-cage rotor")
// for (let i = 0; i < 1; ++i) tech.giveTech("tungsten carbide")
// for (let i = 0; i < 1; i++) tech.giveTech("CPT symmetry")
// for (let i = 0; i < 1; i++) tech.giveTech("Meissner effect")
// for (let i = 0; i < 1; i++) tech.giveTech("elasticity")
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
@@ -57,9 +57,13 @@ const level = {
// for (let i = 0; i < 40; ++i) tech.giveTech()
// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
//a for loop that produces Fibinochi numbers
level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
// simulation.isAutoZoom = false;
// simulation.isAutoZoom = false; //look in close
// simulation.zoomScale *= 0.5;
// simulation.setZoom();
@@ -259,7 +263,7 @@ const level = {
level.disableExit = true
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
setTimeout(function() {
simulation.paused = true;
@@ -314,6 +318,7 @@ const level = {
}
if (simulation.isTraining) {
simulation.isHorizontalFlipped = false
level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
} else { //add remove and shuffle levels for the normal game (not training levels)
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment