diff --git a/js/bullets.js b/js/bullets.js
index 3dd775d..e5043f1 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -64,10 +64,10 @@ const b = {
b.isModMassEnergy = false;
b.modLaserBotCount = 0;
b.modNailBotCount = 0;
- b.modCollisionImmuneCycles = 30;
b.modBlockDmg = 0;
b.isModPiezo = false;
b.isModStomp = false;
+ b.modCollisionImmuneCycles = 30;
mech.Fx = 0.015;
mech.jumpForce = 0.38;
mech.maxHealth = 1;
@@ -152,7 +152,7 @@ const b = {
maxCount: 3,
count: 0,
allowed() {
- return true
+ return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse");
},
effect: () => {
b.modExplosionRadius += 0.2;
@@ -164,7 +164,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
- return (b.modExplosionRadius > 1) ? true : false;
+ return (b.modExplosionRadius > 1)
},
effect: () => {
b.isModImmuneExplosion = true;
@@ -300,21 +300,21 @@ const b = {
mech.jumpForce = 0.38 * 1.1;
}
},
- // {
- // name: "ground stomp",
- // description: "hard landings release spores",
- // maxCount: 1,
- // count: 0,
- // allowed() {
- // return b.modSquirrelFx === 1.2 ? true : false;
- // },
- // effect() {
- // b.isModStomp = true
- // }
- // },
+ {
+ name: "ground stomp",
+ description: "hard landings release spores",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return b.modSquirrelFx === 1.2
+ },
+ effect() {
+ b.isModStomp = true
+ }
+ },
{
name: "Pauli exclusion",
- description: "unable to collide with enemies for +2 second
activates after being harmed from a collision",
+ description: `unable to collide with enemies for +120 seconds
activates after being harmed from a collision`,
maxCount: 9,
count: 0,
allowed() {
@@ -331,7 +331,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
- return true
+ return b.modCollisionImmuneCycles > 120 || b.isModPiezo
},
effect() {
b.isModAnnihilation = true
diff --git a/js/level.js b/js/level.js
index c935286..096671c 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,10 +16,11 @@ const level = {
// level.difficultyIncrease(15)
// b.giveGuns("minigun")
// mech.setField("phase decoherence field")
- // b.giveMod("ground stomp");
+ b.giveMod("squirrel-cage rotor");
+ b.giveMod("ground stomp");
- level.intro(); //starting level
- // level.testingMap();
+ // level.intro(); //starting level
+ level.testingMap();
// level.bosses();
// level.satellite();
// level.skyscrapers();
@@ -50,7 +51,7 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
- game.dmgScale += 0.11; //damage done by mobs increases each level
+ game.dmgScale += 0.13; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level
game.accelScale *= 1.02 //mob acceleration increases each level
game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
@@ -61,7 +62,7 @@ const level = {
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
- game.dmgScale -= 0.11; //damage done by mobs increases each level
+ game.dmgScale -= 0.13; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.93; //damage done by player decreases each level
game.accelScale /= 1.02 //mob acceleration increases each level
@@ -129,7 +130,7 @@ const level = {
// spawn.bomberBoss(800, -450);
// spawn.cellBoss(400, -750);
- spawn.randomLevelBoss(400, -750)
+ // spawn.randomLevelBoss(400, -750)
// spawn.laser(400, -550);
// spawn.starter(1200, -1050);
@@ -1180,8 +1181,8 @@ const level = {
//building 2
spawn.mapRect(-4450, -600, 2300, 750);
spawn.mapRect(-2225, -500, 175, 550);
- spawn.mapRect(-2600, -975, 450, 50);
- // spawn.boost(-2800, -600, 1150);
+ // spawn.mapRect(-2600, -975, 450, 50);
+ spawn.boost(-2800, -600, 1150);
spawn.mapRect(-3450, -1325, 550, 50);
spawn.mapRect(-3425, -2200, 525, 50);
spawn.mapRect(-2600, -1700, 450, 50);
diff --git a/js/player.js b/js/player.js
index 6f3910e..ebef536 100644
--- a/js/player.js
+++ b/js/player.js
@@ -206,11 +206,14 @@ const mech = {
mech.yOff = mech.yOffWhen.jump;
mech.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
+ if (b.isModStompPauli) {
+ mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
+ }
if (b.isModStomp) {
- // const len = Math.min(10, momentum * 0.03)
- // for (let i = 0; i < 10; i++) {
- // b.spore(player) //spawn drone
- // }
+ const len = Math.min(20, (momentum - 110) * 0.07)
+ for (let i = 0; i < len; i++) {
+ b.spore(player) //spawn drone
+ }
} else if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165 * b.modSquirrelFx) { //falling damage
let dmg = Math.sqrt(momentum - 165) * 0.01
dmg = Math.min(Math.max(dmg, 0.02), 0.20);