skins
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:
32
js/level.js
32
js/level.js
@@ -23,7 +23,7 @@ const level = {
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// spawn.setSpawnList();
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// m.maxHealth = m.health = 100
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// tech.isRerollDamage = true
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// powerUps.research.changeRerolls(10)
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// powerUps.research.changeRerolls(6)
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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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@@ -33,18 +33,16 @@ const level = {
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// 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
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// 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
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// b.guns[0].ammo = 10000
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// tech.giveTech("vacuum bomb")
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// for (let i = 0; i < 3; ++i) tech.giveTech("collider")
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// tech.giveTech("diffuse beam")
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// for (let i = 0; i < 1; ++i) tech.giveTech("super ball")
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// tech.isFoamBall = true
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// for (let i = 0; i < 3; ++i) tech.giveTech("repeater")
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// for (let i = 0; i < 1; i++) tech.giveTech("irradiated nails")
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// for (let i = 0; i < 1; i++) tech.giveTech("colony")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// tech.giveTech("tungsten carbide")
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// tech.giveTech("ship")
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// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
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// for (let i = 0; i < 1; ++i) tech.giveTech("squirrel-cage rotor")
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for (let i = 0; i < 1; i++) tech.giveTech("CPT symmetry")
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// for (let i = 0; i < 1; i++) tech.giveTech("Meissner effect")
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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.lock();
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// level.testChamber();
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// spawn.nodeGroup(1200, 0, "slasher")
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// spawn.blinkBoss(1900, -500)
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// spawn.sneakBoss(1900, -500)
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@@ -61,6 +59,10 @@ const level = {
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level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
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// simulation.isAutoZoom = false;
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// simulation.zoomScale *= 0.5;
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// simulation.setZoom();
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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(), "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 < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
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@@ -422,7 +424,7 @@ const level = {
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player.velocity.y < 0.15
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) {
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// level.exitCount += input.down ? 8 : 2
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level.exitCount++
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level.exitCount += 2
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} else if (level.exitCount > 0) {
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level.exitCount -= 2
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}
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@@ -4520,6 +4522,8 @@ const level = {
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spawn.mapVertex(4075, 2079, "-150 30 -120 0 150 0 150 600 -150 600");
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//escape ledge when drowning
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spawn.mapRect(2750, 525, 100, 25);
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spawn.mapRect(2750, 125, 100, 25);
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spawn.mapRect(4425, 800, 75, 25);
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spawn.mapRect(4425, 325, 75, 25);
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// spawn.mapRect(4425, -100, 75, 25);
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@@ -14246,9 +14250,7 @@ const level = {
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ctx.restore();
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}
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} else {
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m.draw = () => {
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m.drawDefault()
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}
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m.resetSkin()
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m.airControl = () => {
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if (input.up && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23 && m.lastOnGroundCycle + 5 > m.cycle) m.jump()
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if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) {
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