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
This commit is contained in:
landgreen
2024-10-05 17:11:06 -07:00
parent cea1c64c6e
commit a47ef97dbc
9 changed files with 628 additions and 187 deletions

View File

@@ -935,6 +935,7 @@ const simulation = {
m.onGround = false
m.lastOnGroundCycle = 0
m.health = 0;
level.isNoHeal = false
m.addHealth(0.25)
m.drop();
m.holdingTarget = null
@@ -1185,6 +1186,7 @@ const simulation = {
},
clearNow: false,
clearMap() {
level.isVerticalFLipLevel = false
level.isProcedural = false;
level.fallMode = "";
simulation.unFlipCameraVertical()
@@ -1957,6 +1959,7 @@ const simulation = {
},
enableConstructMode() {
level.isProcedural = false //this is set to be true in levels like labs that need x+ and y+ in front of positions
level.isVerticalFLipLevel = false
simulation.isConstructionMode = true;
simulation.isHorizontalFlipped = false;
simulation.isAutoZoom = false;
@@ -1983,8 +1986,17 @@ const simulation = {
simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
if (e.button === 0) { //add map
// if (level.isProcedural) {
// simulation.outputMapString(`spawn.mapRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
// } else {
// simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
// }
if (level.isProcedural) {
simulation.outputMapString(`spawn.mapRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
} else if (level.isVerticalFLipLevel) {
console.log('hi')
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
simulation.outputMapString(`//spawn.mapRect(${x}, ${-y - dy}, ${dx}, ${dy});\n`);
} else {
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
}