gravityObservatory
new level: gravityObservatory
level: testChamber2 renamed gravityInterferometer
it has been added to the levels that are extra hard and only show up late game
it also got a bit hard with the addition of 1 more laser
deflected mob bullets are converted into small blocks
ablative drones is now a gun tech for drones
it makes ~33% more drones
1.033->1.05x sneak attack damage per coupling for cloaking field
bug fixes
extended vertical flip to edge cases:
trail left by snakeBoss
laser array from boss and mobs
springer,spiderBoss,mantisBoss constraints
subway: dark matter no longer removed if it gets too far from the player
training: fixed potential lock out from running out of ammo
training: fixed accidental difficulty increase
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@@ -935,6 +935,7 @@ const simulation = {
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m.onGround = false
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m.lastOnGroundCycle = 0
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m.health = 0;
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level.isNoHeal = false
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m.addHealth(0.25)
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m.drop();
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m.holdingTarget = null
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@@ -1185,6 +1186,7 @@ const simulation = {
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},
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clearNow: false,
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clearMap() {
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level.isVerticalFLipLevel = false
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level.isProcedural = false;
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level.fallMode = "";
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simulation.unFlipCameraVertical()
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@@ -1957,6 +1959,7 @@ const simulation = {
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},
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enableConstructMode() {
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level.isProcedural = false //this is set to be true in levels like labs that need x+ and y+ in front of positions
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level.isVerticalFLipLevel = false
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simulation.isConstructionMode = true;
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simulation.isHorizontalFlipped = false;
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simulation.isAutoZoom = false;
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@@ -1983,8 +1986,17 @@ const simulation = {
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simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
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} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
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if (e.button === 0) { //add map
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// if (level.isProcedural) {
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// simulation.outputMapString(`spawn.mapRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
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// } else {
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// simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
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// }
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.mapRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
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} else if (level.isVerticalFLipLevel) {
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console.log('hi')
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simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
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simulation.outputMapString(`//spawn.mapRect(${x}, ${-y - dy}, ${dx}, ${dy});\n`);
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} else {
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simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
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}
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