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:
landgreen
2020-10-03 07:44:27 -07:00
parent 0a15a7748a
commit b22bd12529
8 changed files with 321 additions and 226 deletions

View File

@@ -17,9 +17,9 @@ const level = {
// mech.isCloak = true;
// mech.setField("metamaterial cloaking")
// b.giveGuns("laser")
for (let i = 0; i < 1; i++) {
mod.giveMod("orbital-bot");
}
// for (let i = 0; i < 1; i++) {
// mod.giveMod("diffuse beam");
// }
// mod.giveMod("orbit-bot upgrade")
@@ -80,7 +80,10 @@ const level = {
//******************************************************************************************************************
//******************************************************************************************************************
testing() {
const button = level.button(200, -700)
level.custom = () => {
button.query();
button.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {};
@@ -147,7 +150,7 @@ const level = {
// spawn.sniper(1800, -120)
// spawn.sniper(2200, -120)
// spawn.cellBossCulture(1600, -500)
spawn.starter(1600, -500, 60)
spawn.starter(1600, -500, 160)
// spawn.powerUpBoss(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
@@ -4206,18 +4209,24 @@ const level = {
width: width,
height: 20,
query() {
// if (Matter.Query.collides(buttonSensor, body).length === 0 && Matter.Query.collides(buttonSensor, [player]).length === 0) {
if (Matter.Query.region(body, this).length === 0 && Matter.Query.region([player], this).length === 0) {
this.isUp = true;
} else {
this.isUp = false;
// const list = Matter.Query.collides(buttonSensor, body)
// if (list.length > 0) {
// Matter.Body.setVelocity(list[0].bodyB, {
// x: 0,
// y: 0
// });
// if (this.isUp === true) {
// const list = Matter.Query.region(body, this)
// console.log(list)
// if (list.length > 0) {
// Matter.Body.setPosition(list[0], {
// x: this.min.x + width / 2,
// y: list[0].position.y
// })
// Matter.Body.setVelocity(list[0], {
// x: 0,
// y: 0
// });
// }
// }
this.isUp = false;
}
},
draw() {