some tech come with a skin - but only 1 at a time
  tech aperture -  skin, damage cycles between -25% and +125%
  tungsten carbide - skin, +100->150 max health
  mass-energy equivalence - skin, gets a bit more benefit from defense
  CPT symmetry - skin, costs a bit less energy
  flip-flop, and relay switch and a few JUNK tech are also skins

some new images
bug fixes
This commit is contained in:
landgreen
2023-02-04 06:54:08 -08:00
parent 74f569b836
commit c9f355b225
26 changed files with 960 additions and 473 deletions

View File

@@ -23,7 +23,7 @@ const level = {
// spawn.setSpawnList();
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
// powerUps.research.changeRerolls(10)
// powerUps.research.changeRerolls(6)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.couplingChange(5)
@@ -33,18 +33,16 @@ const level = {
// b.giveGuns("laser") //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
// b.giveGuns("wave") //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
// b.guns[0].ammo = 10000
// tech.giveTech("vacuum bomb")
// for (let i = 0; i < 3; ++i) tech.giveTech("collider")
// tech.giveTech("diffuse beam")
// for (let i = 0; i < 1; ++i) tech.giveTech("super ball")
// tech.isFoamBall = true
// for (let i = 0; i < 3; ++i) tech.giveTech("repeater")
// for (let i = 0; i < 1; i++) tech.giveTech("irradiated nails")
// for (let i = 0; i < 1; i++) tech.giveTech("colony")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// tech.giveTech("tungsten carbide")
// tech.giveTech("ship")
// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
// for (let i = 0; i < 1; ++i) tech.giveTech("squirrel-cage rotor")
for (let i = 0; i < 1; i++) tech.giveTech("CPT symmetry")
// for (let i = 0; i < 1; i++) tech.giveTech("Meissner effect")
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.lock();
// level.testChamber();
// spawn.nodeGroup(1200, 0, "slasher")
// spawn.blinkBoss(1900, -500)
// spawn.sneakBoss(1900, -500)
@@ -61,6 +59,10 @@ const level = {
level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
// simulation.isAutoZoom = false;
// simulation.zoomScale *= 0.5;
// simulation.setZoom();
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "gun");
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
@@ -422,7 +424,7 @@ const level = {
player.velocity.y < 0.15
) {
// level.exitCount += input.down ? 8 : 2
level.exitCount++
level.exitCount += 2
} else if (level.exitCount > 0) {
level.exitCount -= 2
}
@@ -4520,6 +4522,8 @@ const level = {
spawn.mapVertex(4075, 2079, "-150 30 -120 0 150 0 150 600 -150 600");
//escape ledge when drowning
spawn.mapRect(2750, 525, 100, 25);
spawn.mapRect(2750, 125, 100, 25);
spawn.mapRect(4425, 800, 75, 25);
spawn.mapRect(4425, 325, 75, 25);
// spawn.mapRect(4425, -100, 75, 25);
@@ -14246,9 +14250,7 @@ const level = {
ctx.restore();
}
} else {
m.draw = () => {
m.drawDefault()
}
m.resetSkin()
m.airControl = () => {
if (input.up && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23 && m.lastOnGroundCycle + 5 > m.cycle) m.jump()
if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) {