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:
landgreen
2022-08-28 19:47:32 -07:00
parent 6d1e62d6b8
commit cc1bbeb53b
11 changed files with 525 additions and 378 deletions

View File

@@ -16,7 +16,7 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(3 * 4) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(10 * 4) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
@@ -24,9 +24,11 @@ const level = {
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.setField("metamaterial cloaking") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// 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
// 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
// b.guns[0].ammo = 1000000
// tech.giveTech("1st ionization energy")
// tech.giveTech("rivet gun")
// tech.isFoamShot = true
// tech.isIncendiary = true
// for (let i = 0; i < 1; ++i) tech.giveTech("field coupling")
// for (let i = 0; i < 1; ++i) tech.giveTech("free-electron laser")
// m.damage(0.1);
@@ -36,10 +38,10 @@ const level = {
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// spawn.starter(1900, -500, 200)
// spawn.beetleBoss(1900, -400)
// spawn.shooter(1900, -500)
// for (let i = 0; i < 15; ++i) spawn.starter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
// spawn.ghoster(2538, -1950)
// for (let i = 0; i < 15; ++i) spawn.shooter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
// level.testing();
// spawn.blowSuckBoss(1900, -500)
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
@@ -114,7 +116,6 @@ const level = {
spawn.WIMP()
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)
}
for (let i = 0; i < tech.wimpExperiment; i++) spawn.WIMP()
// if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
if ((tech.isRelay || tech.isFlipFlop) && !tech.isFlipFlopOn) {
tech.isFlipFlopOn = true
@@ -2809,6 +2810,17 @@ const level = {
spawn.mapRect(5300, -275, 50, 175);
spawn.mapRect(5050, -100, 50, 150);
spawn.mapRect(4850, -275, 50, 175);
spawn.mapRect(-950, -3250, 850, 1750);
//roof
spawn.mapRect(-175, -2975, 300, 1425);
spawn.mapRect(75, -2650, 325, 1150);
spawn.mapRect(375, -2225, 250, 650);
spawn.mapRect(4075, -2125, 700, 800);
spawn.mapRect(4450, -2950, 675, 1550);
spawn.mapRect(4875, -3625, 725, 2225);
spawn.mapRect(5525, -4350, 1725, 2925);
spawn.mapRect(7200, -5125, 300, 3900);
//???
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
@@ -10926,9 +10938,6 @@ const level = {
simulation.fallHeight = -1000;
simulation.setZoom(1800);
templePlayer.startAnim = -1;
for (let i = 0; i < tech.wimpCount + tech.wimpExperiment; i++) {
addWIMP();
}
templePlayer.drawExit = false;
}
},