laser mod
mod: stimulated emission - 8% chance to duplicate power ups laser mod: diffuse beam - laser is wide but doesn't reflect, 150% damage and energy drain
This commit is contained in:
33
js/level.js
33
js/level.js
@@ -17,9 +17,9 @@ const level = {
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// mech.isCloak = true;
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// mech.setField("metamaterial cloaking")
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// b.giveGuns("laser")
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for (let i = 0; i < 1; i++) {
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mod.giveMod("orbital-bot");
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}
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// for (let i = 0; i < 1; i++) {
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// mod.giveMod("diffuse beam");
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// }
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// mod.giveMod("orbit-bot upgrade")
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@@ -80,7 +80,10 @@ const level = {
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//******************************************************************************************************************
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//******************************************************************************************************************
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testing() {
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const button = level.button(200, -700)
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level.custom = () => {
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button.query();
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button.draw();
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level.playerExitCheck();
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};
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level.customTopLayer = () => {};
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@@ -147,7 +150,7 @@ const level = {
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// spawn.sniper(1800, -120)
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// spawn.sniper(2200, -120)
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// spawn.cellBossCulture(1600, -500)
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spawn.starter(1600, -500, 60)
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spawn.starter(1600, -500, 160)
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// spawn.powerUpBoss(1600, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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@@ -4206,18 +4209,24 @@ const level = {
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width: width,
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height: 20,
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query() {
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// if (Matter.Query.collides(buttonSensor, body).length === 0 && Matter.Query.collides(buttonSensor, [player]).length === 0) {
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if (Matter.Query.region(body, this).length === 0 && Matter.Query.region([player], this).length === 0) {
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this.isUp = true;
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} else {
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this.isUp = false;
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// const list = Matter.Query.collides(buttonSensor, body)
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// if (list.length > 0) {
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// Matter.Body.setVelocity(list[0].bodyB, {
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// x: 0,
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// y: 0
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// });
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// if (this.isUp === true) {
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// const list = Matter.Query.region(body, this)
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// console.log(list)
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// if (list.length > 0) {
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// Matter.Body.setPosition(list[0], {
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// x: this.min.x + width / 2,
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// y: list[0].position.y
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// })
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// Matter.Body.setVelocity(list[0], {
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// x: 0,
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// y: 0
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// });
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// }
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// }
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this.isUp = false;
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}
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},
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draw() {
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