accretion
field tech: accretion - health power ups follow you around and they travel with you to the to next level spawn 6 heal power ups negative mass, plasma torch foam gun tech cavitation - more knock back, and 25% to make a foam bullet extra large and fast foam-bots now discharge a few bullets in a stream with a long reload time laser-bot +5% energy drain, -5% damage nail-bot +10% fire rate
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33
js/level.js
33
js/level.js
@@ -10,7 +10,7 @@ const level = {
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// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
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//see level.populateLevels: (intro, ... , reservoir or factory, reactor, ... , gauntlet, final) added later
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour"],
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour"],
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trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
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levels: [],
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start() {
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@@ -18,7 +18,7 @@ const level = {
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// simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode
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// simulation.isHorizontalFlipped = true
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// tech.giveTech("performance")
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// level.difficultyIncrease(0 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(4 * 4) //30 is near max on hard //60 is near max on why
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// spawn.setSpawnList();
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// spawn.setSpawnList();
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// m.maxHealth = m.health = 100
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@@ -27,7 +27,7 @@ const level = {
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(5)
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// m.setField("metamaterial cloaking") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// m.setField("negative mass") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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@@ -35,20 +35,21 @@ const level = {
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// b.guns[3].ammo = 100000000
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// tech.giveTech("recycling")
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// tech.giveTech("pressure vessel")
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// for (let i = 0; i < 1; ++i) tech.giveTech("pseudoscience")
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// for (let i = 0; i < 1; ++i) tech.giveTech("options exchange")
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// for (let i = 0; i < 1; i++) tech.giveTech("laser-bot")
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// for (let i = 0; i < 1; i++) tech.giveTech("simulated annealing")
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// for (let i = 0; i < 1; ++i) tech.giveTech("cavitation")
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// for (let i = 0; i < 1; ++i) tech.giveTech("accretion")
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// for (let i = 0; i < 1; ++i) tech.giveTech("superdeterminism")
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("foam-bot") });
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// for (let i = 0; i < 1; i++) tech.giveTech("foam-bot upgrade")
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.downpour();
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// level.testing();
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// spawn.nodeGroup(3200, -300, "sniper")
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// spawn.nodeGroup(2200, -300, "sniper")
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// spawn.nodeGroup(2200, -300, "sniper")
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// spawn.mantisBoss(1900, -500)
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// spawn.sneakBoss(1900, -500)
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// spawn.starter(1900, -500, 50)
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// spawn.starter(1900, -500, 250)
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// spawn.sneaker(1900, -500, 25)
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// spawn.sniper(2000, -450)
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// spawn.zombie(1000 + 1000 * Math.random(), -500 + 300 * Math.random(), 30, 5, "white") // zombie(x, y, radius, sides, color)
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@@ -65,7 +66,7 @@ const level = {
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// simulation.setZoom();
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "gun");
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// for (let i = 0; i < 10; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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// for (let i = 0; i < 10; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "heal");
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// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
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//lore testing
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// for (let i = 0; i < 5; i++) tech.giveTech("undefined")
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@@ -1313,6 +1314,13 @@ const level = {
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Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
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}
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}
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if (tech.isHealAttract && (m.fieldMode === 3 || m.fieldMode === 5)) {
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for (let i = 0; i < powerUp.length; i++) {
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if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) {
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Matter.Body.setPosition(powerUp[i], Vector.add(this.portalPair.portal.position, { x: 500 * (Math.random() - 0.5), y: 500 * (Math.random() - 0.5) }));
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}
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}
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}
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}
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// if (body.length) {
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for (let i = 0, len = body.length; i < len; i++) {
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@@ -9249,8 +9257,8 @@ const level = {
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portal2[2].draw()
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}
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},
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"n-gon"() { //make by Oranger
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simulation.makeTextLog(`<strong>"n-gon"</strong> by <span class='color-var'>Oranger</span>`);
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ngon() { //make by Oranger
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simulation.makeTextLog(`<strong>"ngon"</strong> by <span class='color-var'>Oranger</span>`);
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document.body.style.backgroundColor = "#dcdcde";
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let needGravity = [];
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@@ -18166,7 +18174,6 @@ const level = {
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},
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downpour() {
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simulation.makeTextLog(`<strong>Downpour</strong> by <span class='color-var'>DesBoot</span>`);
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simulation.makeTextLog(`<span class='color-var'>level</span>.onLevel = "Downpour"`);
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let mobsspawned = 0
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const laser = level.hazard(7492, -2612, 10, 500, 0.3) //laserintro
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