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
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14
js/level.js
14
js/level.js
@@ -53,9 +53,9 @@ const level = {
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// for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
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// tech.giveTech("undefined")
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// lore.techCount = 1
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// localSettings.loreCount = 0;
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// localSettings.loreCount = 2;
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// simulation.isCheating = true;
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// localSettings.loreCount = 0;
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// localSettings.loreCount = undefined;
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// level.null()
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} else {
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@@ -113,7 +113,7 @@ const level = {
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null() {
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level.levels.pop(); //remove lore level from rotation
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//start a conversation based on the number of conversations seen
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if (!simulation.isCheating) lore.conversation[localSettings.loreCount % lore.conversation.length]()
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if (!simulation.isCheating && localSettings.loreCount < lore.conversation.length) lore.conversation[localSettings.loreCount]()
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const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
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const circle = {
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@@ -225,12 +225,8 @@ const level = {
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// spawn.mapRect(450, -820, 50, 25); //edge shelf ceiling
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// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
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// spawn.mapRect(-50, -500, 100, 100); //center square
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// setTimeout(() => { simulation.makeTextLog(`test`) }, 3000);
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},
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testing() {
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const button = level.button(200, -700)
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@@ -295,8 +291,8 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.boost(1500, 0, 900);
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spawn.starter(1900, -500, 200) //big boy
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// spawn.exploder(2900, -500)
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// spawn.starter(1900, -500, 200) //big boy
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spawn.sneaker(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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