MIRV
tech: MIRV - now effects grenades and super balls in addition to missiles no change for super balls and missiles, but this is a new tech for grenades undetonated mines are returned at the end of a level removed tech: mine reclamation mine gun has 30% less ammo laser mines do 7% less damage booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo removed ctx.clip() from metamaterial cloaking field for performance reasons the graphics look a bit different now, maybe not as good, maybe it's just different iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust so it's more of a close range bullet ice-shot has 2 fewer bullets
This commit is contained in:
24
js/level.js
24
js/level.js
@@ -11,13 +11,14 @@ const level = {
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levels: [],
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// b.giveGuns("mine")
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// b.giveGuns("nail gun")
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// m.setField("wormhole")
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// b.giveGuns("grenades")
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// tech.giveTech("laser-mines")
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// m.setField("metamaterial cloaking")
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// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
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// tech.giveTech("irradiated nails")
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// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
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@@ -51,7 +52,6 @@ const level = {
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// lore.techCount = 6
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// simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 3; //this sets what conversation is heard
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@@ -2246,7 +2246,7 @@ const level = {
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for (let i = 0; i < 4; ++i) spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
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}
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// blockDoor(710, -710);
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// for (let i = 0; i < 30; i++) powerUps.directSpawn(710, -710, "tech");
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// for (let i = 0; i < 200; i++) powerUps.directSpawn(710 + 1000 * Math.random(), -710 + 1000 * Math.random(), "tech");
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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blockDoor(2585, -210)
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@@ -4027,8 +4027,8 @@ const level = {
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// spawn.mapRect(-2600, -1975, 250, 25);
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spawn.mapRect(-2515, -2000, 180, 50);
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spawn.bodyRect(-3410, -1425, 100, 100);
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spawn.bodyRect(-3390, -1525, 100, 100);
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spawn.bodyRect(-3410, -1425, 50, 50);
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spawn.bodyRect(-3390, -1525, 40, 60);
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// spawn.bodyRect(-3245, -1425, 100, 100);
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//building 3
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spawn.mapRect(-4450, -1750, 800, 1050);
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@@ -4171,16 +4171,6 @@ const level = {
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level.enter.draw();
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};
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// simulation.draw.mapPath = new Path2D();
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// for (let i = 0, len = map.length; i < len; ++i) {
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// let vertices = map[i].vertices;
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// simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y);
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// for (let j = 1; j < vertices.length; j += 1) {
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// simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y);
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// }
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// simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
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// }
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const lightingPath = new Path2D() //pre-draw the complex lighting path to save processing
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lightingPath.moveTo(-1800, -500)
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lightingPath.lineTo(-910, -500) //3rd floor light
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