path intergral
boss orbitals and mineBoss mines are destroyed when you deflect them with your field drones, spores and other bullets that target mobs, will not target invulnerable mobs timeSKipBoss is a bit slower with a bit less time skipping fixed color to better match level background colors JUNK tech: path integral - your next tech choice has almost all possible choices bug fixes
This commit is contained in:
68
js/level.js
68
js/level.js
@@ -18,14 +18,16 @@ const level = {
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// // simulation.isHorizontalFlipped = true
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// m.addHealth(Infinity)
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// m.setField("time dilation")
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// b.giveGuns("nail gun")
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// b.giveGuns("spores")
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// tech.giveTech("closed timelike curve")
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// tech.giveTech("retrocausality")
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// tech.giveTech("pneumatic actuator")
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// tech.giveTech("clock gating")
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// tech.giveTech("6s half-life")
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// for (let i = 0; i < 10; i++) tech.giveTech("replication")
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// tech.giveTech("eternalism")
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// for (let i = 0; i < 10; i++) tech.giveTech("ammonium nitrate")
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// m.maxHealth = 100
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// m.health = m.maxHealth
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// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
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// for (let i = 0; i < 15; i++) tech.giveTech()
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@@ -33,11 +35,15 @@ const level = {
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// powerUps.research.changeRerolls(100000)
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// tech.tech[297].frequency = 100
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// m.immuneCycle = Infinity //you can't take damage
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(20) //30 is near max on hard //60 is near max on why
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.testing();
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// spawn.snakeSpitBoss(1900, -500)
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// level.reservoir(); //not in rotation, used for testing
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// simulation.fpsCap = 30 //new fps
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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//how long to wait to return to normal fps
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// m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
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// spawn.timeSkipBoss(1900, -500)
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// level.reactor(); //not in rotation, used for testing
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.research.changeRerolls(3000)
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@@ -2619,7 +2625,7 @@ const level = {
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// level.difficultyIncrease(14); //hard mode level 7
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level.defaultZoom = 1500
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = color.background //"#ddd";
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document.body.style.backgroundColor = "#ddd";
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spawn.mapRect(-950, 0, 8200, 800); //ground
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spawn.mapRect(-950, -1200, 800, 1400); //left wall
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spawn.mapRect(-950, -1800, 8200, 800); //roof
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@@ -2761,22 +2767,23 @@ const level = {
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for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
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for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
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const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
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if (Math.random() < 0.07 && simulation.difficulty > 24) {
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for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
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for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
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for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
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for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
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} else {
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if (Math.random() < 0.25) {
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for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
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} else if (Math.random() < 0.33) {
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for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
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} else if (Math.random() < 0.5) {
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for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
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} else {
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for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
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}
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}
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for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
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// if (Math.random() < 0.07 && simulation.difficulty > 24) {
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// for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
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// for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
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// for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
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// for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
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// } else {
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// if (Math.random() < 0.25) {
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// for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
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// } else if (Math.random() < 0.33) {
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// for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
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// } else if (Math.random() < 0.5) {
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// for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
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// } else {
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// for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
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// }
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// }
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spawn.secondaryBossChance(2200, -800)
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}
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} else {
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@@ -4740,19 +4747,15 @@ const level = {
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skyscrapers() {
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const boost1 = level.boost(475, 0, 1300)
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const boost2 = level.boost(4450, 0, 1300);
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level.custom = () => {
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boost1.query();
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boost2.query();
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ctx.fillStyle = "#d4f4f4"
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ctx.fillRect(1350, -2100, 400, 250)
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ctx.fillStyle = "#d4d4d7"
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ctx.fillRect(3350, -1300, 50, 1325)
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ctx.fillRect(1300, -1800, 750, 1800)
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level.exit.drawAndCheck();
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level.enter.draw();
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};
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level.customTopLayer = () => {
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@@ -4766,20 +4769,16 @@ const level = {
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ctx.fillStyle = "rgba(0,0,0,0.15)"
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ctx.fillRect(-250, -300, 450, 300)
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};
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level.setPosToSpawn(-50, -60); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 1500;
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level.exit.y = -1875;
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level.defaultZoom = 2000
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simulation.zoomTransition(level.defaultZoom)
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powerUps.spawnStartingPowerUps(1475, -1175);
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spawn.debris(750, -2200, 3700, 16); //16 debris per level
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document.body.style.backgroundColor = "#dcdcde";
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// simulation.draw.mapFill = "#444"
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// simulation.draw.bodyFill = "rgba(140,140,140,0.85)"
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// simulation.draw.bodyStroke = "#222"
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spawn.mapRect(-300, 0, 5100, 300); //***********ground
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spawn.mapRect(-300, -350, 50, 400); //far left starting left wall
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spawn.mapRect(-300, -10, 500, 50); //far left starting ground
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@@ -4844,13 +4843,12 @@ const level = {
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spawn.randomMob(-100, -1700, -0.2);
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spawn.randomGroup(3700, -1500, 0.4);
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spawn.randomGroup(1700, -900, 0.4);
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if (simulation.difficulty > 1) spawn.randomLevelBoss(2600, -2300);
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if (simulation.difficulty > 1) spawn.randomLevelBoss(2800 + 200 * Math.random(), -2200 + 200 * Math.random());
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
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spawn.secondaryBossChance(3075, -2050)
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spawn.secondaryBossChance(4000, -1825)
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if (simulation.isHorizontalFlipped) { //flip the map horizontally
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level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
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boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
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boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
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boost2.boostBounds.min.x = -boost2.boostBounds.min.x - 100
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