unified field theory

duplication bug fix

renaming custom mode -> experimental mode
  experimental mode is available again even without completing lore

mob: sneaker is a bit faster and stronger
  (the invisible one that attacks from stealth)

tech: unified field theory - switching guns uses a reroll to cycle your field
This commit is contained in:
landgreen
2021-01-24 06:20:03 -08:00
parent 9b65a188eb
commit c7822cd1da
9 changed files with 144 additions and 94 deletions

View File

@@ -53,9 +53,9 @@ const level = {
// for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
// tech.giveTech("undefined")
// lore.techCount = 1
// localSettings.loreCount = 0;
// localSettings.loreCount = 2;
// simulation.isCheating = true;
// localSettings.loreCount = 0;
// localSettings.loreCount = undefined;
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.null()
} else {
@@ -113,7 +113,7 @@ const level = {
null() {
level.levels.pop(); //remove lore level from rotation
//start a conversation based on the number of conversations seen
if (!simulation.isCheating) lore.conversation[localSettings.loreCount % lore.conversation.length]()
if (!simulation.isCheating && localSettings.loreCount < lore.conversation.length) lore.conversation[localSettings.loreCount]()
const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
const circle = {
@@ -225,12 +225,8 @@ const level = {
// spawn.mapRect(450, -820, 50, 25); //edge shelf ceiling
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
// spawn.mapRect(-50, -500, 100, 100); //center square
// setTimeout(() => { simulation.makeTextLog(`test`) }, 3000);
},
testing() {
const button = level.button(200, -700)
@@ -295,8 +291,8 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
spawn.starter(1900, -500, 200) //big boy
// spawn.exploder(2900, -500)
// spawn.starter(1900, -500, 200) //big boy
spawn.sneaker(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)