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
This commit is contained in:
landgreen
2021-04-08 12:26:06 -07:00
parent 45fb86189b
commit b217a50f75
10 changed files with 254 additions and 148 deletions

View File

@@ -12,15 +12,15 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(125)
// level.difficultyIncrease(50)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("nano-scale manufacturing")
// b.giveGuns("spores")
// b.giveGuns("shotgun")
// tech.isExplodeRadio = true
// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
// tech.giveTech("needle gun")
// tech.giveTech("ceramic needles")
// tech.giveTech("incendiary ammunition")
// tech.giveTech("flip-flop")
// tech.giveTech("causality bombs")
// tech.giveTech("cardinality")
// tech.giveTech("Bayesian statistics")
@@ -1077,7 +1077,6 @@ const level = {
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
// simulation.difficulty = 30
// spawn.starter(1900, -500, 200) //big boy
@@ -1098,7 +1097,7 @@ const level = {
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
spawn.nodeGroup(1200, -500, "sniper")
spawn.nodeGroup(1200, -500, "pulsar")
// spawn.snakeBoss(1200, -500)
// spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
@@ -1715,7 +1714,30 @@ const level = {
const balance3 = level.spinner(2608, 1900, 584, 25, 0.001) //falling
const balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
const drip = {
x: 7150,
y: 0,
speed: 0
}
level.custom = () => {
const dripCycle = (simulation.cycle % 200) //drips
if (dripCycle < 70) {
if (!m.isBodiesAsleep) {
if (dripCycle === 0) {
drip.y = 1900
drip.x = 4600 + 4400 * Math.random()
drip.speed = 1
}
drip.speed += 0.35 //acceleration from gravity
drip.y += drip.speed
}
// if (drip.y > 2900) console.log(dripCycle)
ctx.fillStyle = "hsla(160, 100%, 35%, 0.5)" //"hsla(160, 100%, 35%,0.75)"
ctx.beginPath();
ctx.arc(drip.x, drip.y, 8, 0, 2 * Math.PI);
ctx.fill();
}
button.query();
button.draw();
hazard.query();
@@ -2579,7 +2601,7 @@ const level = {
spawn.mapRect(-4450, -3075, 450, 25);
spawn.mapRect(-4025, -3075, 25, 100);
spawn.mapRect(-4275, -2785, 100, 25);
spawn.bodyRect(-3830, -2400, 50, 50);
spawn.bodyRect(-3900, -2400, 50, 50);
//mobs
spawn.randomMob(-2500, -2700, 1);
@@ -2942,9 +2964,7 @@ const level = {
spawn.mapRect(3650, -1300, 50, 700); //exit wall
spawn.mapRect(3650, -1300, 1350, 50); //exit wall
spawn.bodyRect(3665, -600, 20, 100); //door
spawn.mapRect(3000, -550, 375, 75);
spawn.mapRect(3000, -600, 225, 75);
spawn.mapVertex(3160, -525, "625 0 300 0 300 -140 500 -140"); //entrance/exit ramp
spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof
spawn.mapRect(3000, -2000 * 0.25, 2000 - 300, 50); //1st floor
spawn.spawnStairs(3000 + 2000 - 50, 0, 4, 250, 350, true); //stairs ground
@@ -3928,7 +3948,7 @@ const level = {
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(64,64,64,0.97)";
ctx.fillRect(1175, -400, 275, 175);
ctx.fillRect(2800, -400, 275, 175);
hazard.draw();
doorBedroom.draw();