missile rework
fixed some math on laser tech: diffraction grating and slow light propagation they were giving too much damage flechettes are slightly improved in: ammo, damage, fire rate tech - MIRV can now stack up to 9 bonus missiles removed tech - recursive missiles tech: cruise missile - 50% larger size, but travels 50% slower tech: missileBot - requires gun: missiles
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14
js/level.js
14
js/level.js
@@ -13,13 +13,14 @@ const level = {
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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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// level.difficultyIncrease(1)
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// level.difficultyIncrease(20)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// mech.setField("plasma torch")
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// b.giveGuns("wave beam")
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// b.giveGuns("missiles")
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// tech.giveTech("CPT reversal")
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// tech.giveTech("CPT gun")
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// tech.giveTech("missile-bot")
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// tech.giveTech("nail-bot")
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// for (let i = 0; i < 15; i++) tech.giveTech("plasma jet")
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level.intro(); //starting level
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@@ -62,8 +63,7 @@ const level = {
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tech.armorFromPowerUps += gain
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mech.setMaxHealth();
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// if (powerUps.totalPowerUps) simulation.makeTextLog("<span style='font-size:115%;'> max health increased by " + (gain * 100).toFixed(0) + "%</span>", 300)
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simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>+=</span> ${(gain).toFixed(3)}
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<br>${mech.maxHealth.toFixed(3)}`)
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simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>+=</span> ${(gain).toFixed(2)}`)
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}
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if (tech.isHealLowHealth) {
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const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
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@@ -146,7 +146,7 @@ const level = {
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spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
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}
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}
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blockDoor(710, -710);
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// blockDoor(710, -710);
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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blockDoor(2585, -210)
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spawn.mapRect(2500, -200, 200, 300); //right wall
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@@ -159,7 +159,7 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.boost(1500, 0, 900);
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// spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500, 200) //big boy
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// spawn.exploder(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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