shotgun rivets
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets rivets, fleas, worms, iceIX tech: band gap - boosts give more damage but it lasts for 1 less second WIMPs are 10% faster controlled explosion renamed shaped charge bug fixes construction mode works better with my buttons to unlock run this and press T to enter testing mode simulation.enableConstructMode() //used to build maps in testing mode removed -experiment- tech because it's function was reproduced by "tech - tinker"
This commit is contained in:
29
js/level.js
29
js/level.js
@@ -16,7 +16,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(3 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(10 * 4) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.maxHealth = m.health = 100
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// tech.isRerollDamage = true
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@@ -24,9 +24,11 @@ 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.setField("metamaterial cloaking") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("shotgun") //0 nail gun 1 shotgun 2 super balls 3 matter 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 = 1000000
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// tech.giveTech("1st ionization energy")
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// tech.giveTech("rivet gun")
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// tech.isFoamShot = true
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// tech.isIncendiary = true
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// for (let i = 0; i < 1; ++i) tech.giveTech("field coupling")
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// for (let i = 0; i < 1; ++i) tech.giveTech("free-electron laser")
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// m.damage(0.1);
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@@ -36,10 +38,10 @@ const level = {
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// spawn.starter(1900, -500, 200)
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// spawn.beetleBoss(1900, -400)
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// spawn.shooter(1900, -500)
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// for (let i = 0; i < 15; ++i) spawn.starter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
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// spawn.ghoster(2538, -1950)
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// for (let i = 0; i < 15; ++i) spawn.shooter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
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// level.testing();
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// spawn.blowSuckBoss(1900, -500)
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// for (let i = 0; i < 7; ++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 < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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@@ -114,7 +116,6 @@ const level = {
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spawn.WIMP()
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for (let j = 0, len = 5; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
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}
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for (let i = 0; i < tech.wimpExperiment; i++) spawn.WIMP()
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// if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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if ((tech.isRelay || tech.isFlipFlop) && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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@@ -2809,6 +2810,17 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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spawn.mapRect(-950, -3250, 850, 1750);
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//roof
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spawn.mapRect(-175, -2975, 300, 1425);
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spawn.mapRect(75, -2650, 325, 1150);
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spawn.mapRect(375, -2225, 250, 650);
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spawn.mapRect(4075, -2125, 700, 800);
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spawn.mapRect(4450, -2950, 675, 1550);
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spawn.mapRect(4875, -3625, 725, 2225);
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spawn.mapRect(5525, -4350, 1725, 2925);
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spawn.mapRect(7200, -5125, 300, 3900);
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//???
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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@@ -10926,9 +10938,6 @@ const level = {
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simulation.fallHeight = -1000;
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simulation.setZoom(1800);
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templePlayer.startAnim = -1;
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for (let i = 0; i < tech.wimpCount + tech.wimpExperiment; i++) {
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addWIMP();
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}
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templePlayer.drawExit = false;
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}
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},
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