refit
experiment and junk: panopticon - mobs can see you all the time scrap bots now have a 33% chance to spawn for 10 seconds after killing a mob (was 20% chance for 20 seconds) tech: scrap refit - killing a mob resets your functional scrap bots back to 10 seconds of operation several damage tech have reduced damage by about 10% spores do 20% more damage, but last 1 second shorter
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42
js/level.js
42
js/level.js
@@ -12,15 +12,15 @@ 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(125)
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// level.difficultyIncrease(50)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("nano-scale manufacturing")
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// b.giveGuns("spores")
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// b.giveGuns("shotgun")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
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// tech.giveTech("needle gun")
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// tech.giveTech("ceramic needles")
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// tech.giveTech("incendiary ammunition")
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// tech.giveTech("flip-flop")
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// tech.giveTech("causality bombs")
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// tech.giveTech("cardinality")
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// tech.giveTech("Bayesian statistics")
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@@ -1077,7 +1077,6 @@ const level = {
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spawn.mapRect(6400, -200, 400, 300); //right wall
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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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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// simulation.difficulty = 30
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// spawn.starter(1900, -500, 200) //big boy
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@@ -1098,7 +1097,7 @@ const level = {
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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spawn.nodeGroup(1200, -500, "sniper")
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spawn.nodeGroup(1200, -500, "pulsar")
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// spawn.snakeBoss(1200, -500)
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// spawn.powerUpBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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@@ -1715,7 +1714,30 @@ const level = {
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const balance3 = level.spinner(2608, 1900, 584, 25, 0.001) //falling
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const balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
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const drip = {
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x: 7150,
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y: 0,
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speed: 0
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}
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level.custom = () => {
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const dripCycle = (simulation.cycle % 200) //drips
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if (dripCycle < 70) {
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if (!m.isBodiesAsleep) {
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if (dripCycle === 0) {
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drip.y = 1900
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drip.x = 4600 + 4400 * Math.random()
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drip.speed = 1
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}
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drip.speed += 0.35 //acceleration from gravity
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drip.y += drip.speed
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}
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// if (drip.y > 2900) console.log(dripCycle)
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ctx.fillStyle = "hsla(160, 100%, 35%, 0.5)" //"hsla(160, 100%, 35%,0.75)"
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ctx.beginPath();
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ctx.arc(drip.x, drip.y, 8, 0, 2 * Math.PI);
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ctx.fill();
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}
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button.query();
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button.draw();
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hazard.query();
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@@ -2579,7 +2601,7 @@ const level = {
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spawn.mapRect(-4450, -3075, 450, 25);
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spawn.mapRect(-4025, -3075, 25, 100);
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spawn.mapRect(-4275, -2785, 100, 25);
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spawn.bodyRect(-3830, -2400, 50, 50);
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spawn.bodyRect(-3900, -2400, 50, 50);
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//mobs
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spawn.randomMob(-2500, -2700, 1);
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@@ -2942,9 +2964,7 @@ const level = {
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spawn.mapRect(3650, -1300, 50, 700); //exit wall
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spawn.mapRect(3650, -1300, 1350, 50); //exit wall
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spawn.bodyRect(3665, -600, 20, 100); //door
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spawn.mapRect(3000, -550, 375, 75);
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spawn.mapRect(3000, -600, 225, 75);
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spawn.mapVertex(3160, -525, "625 0 300 0 300 -140 500 -140"); //entrance/exit ramp
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spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof
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spawn.mapRect(3000, -2000 * 0.25, 2000 - 300, 50); //1st floor
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spawn.spawnStairs(3000 + 2000 - 50, 0, 4, 250, 350, true); //stairs ground
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@@ -3928,7 +3948,7 @@ const level = {
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};
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(64,64,64,0.97)";
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ctx.fillRect(1175, -400, 275, 175);
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ctx.fillRect(2800, -400, 275, 175);
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hazard.draw();
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doorBedroom.draw();
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