grappling hook 2nd update
grappling hook
added coupling effect - 4% extra ammo per coupling
doesn't destroy blocks, instead the player grabs blocks
doesn't automatically retract after hitting power ups
improved momentum conservation on yank and catching blocks, power ups
removed accidental 55% defense for grapple field
tech (no images yet)
autonomous defense - fire harpoons at nearby mobs
rupture - explosion on impact with map, block, mob
negative mass field has horizontal block motion by default
fixed tech sorting by "allowed tech" in experiment mode
This commit is contained in:
17
js/level.js
17
js/level.js
@@ -19,16 +19,18 @@ const level = {
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// simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode
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// simulation.isHorizontalFlipped = true
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// tech.giveTech("performance")
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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(1 * 4) //30 is near max on hard //60 is near max on why
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// spawn.setSpawnList();
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// spawn.setSpawnList();
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// m.maxHealth = m.health = 100
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// m.maxEnergy = m.energy = 10000000
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// tech.isRerollDamage = true
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// powerUps.research.changeRerolls(99999)
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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(10)
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// m.setField("grappling hook") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// tech.isHookWire = true
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// m.energy = 0
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// simulation.molecularMode = 2
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// m.damage(0.1);
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@@ -36,10 +38,8 @@ const level = {
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// b.giveGuns("harpoon") //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[8].ammo = 100000000
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// requestAnimationFrame(() => { tech.giveTech("MACHO") });
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// for (let i = 0; i < 1; ++i) tech.giveTech("electrostatic induction")
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// for (let i = 0; i < 1; ++i) tech.giveTech("grappling hook")
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// for (let i = 0; i < 1; ++i) tech.giveTech("superdeterminism")
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// for (let i = 0; i < 1; ++i) tech.giveTech("fine-structure constant")
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// for (let i = 0; i < 1; ++i) tech.giveTech("autonomous defense")
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// for (let i = 0; i < 1; ++i) tech.giveTech("rupture")
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// for (let i = 0; i < 1; ++i) tech.giveTech("nail-bot upgrade")
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// requestAnimationFrame(() => { for (let i = 0; i < 30; i++) tech.giveTech("laser-bot") });
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// for (let i = 0; i < 1; i++) tech.giveTech("laser-bot upgrade")
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@@ -47,11 +47,11 @@ const level = {
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// for (let i = 0; i < 1; ++i) tech.giveTech("mechanical resonance")
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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, "research");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.testing();
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// for (let i = 0; i < 4; ++i) spawn.hopMother(1900, -500)
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// for (let i = 0; i < 0; ++i) spawn.hopper(1900, -500)
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// for (let i = 0; i < 5; ++i) spawn.starter(1900, -500)
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// for (let i = 0; i < 1; ++i) spawn.shooterBoss(1900, -2500)
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// spawn.beetleBoss(1900, -500, 25)
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// spawn.slasher2(2000, -1150)
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@@ -63,7 +63,8 @@ const level = {
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// for (let i = 0; i < 40; ++i) tech.giveTech()
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level[simulation.isTraining ? "walk" : "intro"]() //normal starting level **************************************************
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// spawn.bodyRect(2425, -120, 200, 200);
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// console.log(body[body.length - 1].mass)
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// simulation.isAutoZoom = false; //look in close
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// simulation.zoomScale *= 0.5;
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// simulation.setZoom();
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