chain reaction

tech: chain reaction now requires vacuum bomb, but it increases grenade radius and damage 33%
  (and makes blocks explode)

needle gun fires with more regular timing
needles despawn 1.5s faster, for performance reasons
intro level power ups are relocated
tech: decomposers renamed necrophage
if mobs are one shotted before they see you, they no longer alert nearby mobs
clicking on a mob in testing will log that mob in console
This commit is contained in:
landgreen
2021-08-03 06:46:19 -07:00
parent f9dc66797b
commit d8e891a681
11 changed files with 160 additions and 117 deletions

View File

@@ -175,7 +175,7 @@ const powerUps = {
tech.maxDuplicationEvent()
}
if (tech.isCancelRerolls) {
for (let i = 0; i < 10; i++) {
for (let i = 0; i < 9; i++) {
let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.33) {
spawnType = "heal"
@@ -780,15 +780,6 @@ const powerUps = {
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels
if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech")
//bonus power ups for clearing runs in the last game
if (level.levelsCleared === 0 && !simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
simulation.makeTextLog(`for (let i <span class='color-symbol'>=</span> 0; i <span class='color-symbol'><</span> localSettings.levelsClearedLastGame <span class='color-symbol'>/</span> 3; i<span class='color-symbol'>++</span>)`);
simulation.makeTextLog(`{ powerUps.spawn(m.pos.x, m.pos.y, "tech") <em>//simulation superposition</em>}`);
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
if (b.inventory.length === 0) {
powerUps.spawn(x, y, "gun", false); //first gun
} else if (tech.totalCount === 0) { //first tech
@@ -886,9 +877,7 @@ const powerUps = {
name: target.name,
size: size
});
if (mode) {
powerUp[index].mode = mode
}
if (mode) powerUp[index].mode = mode
if (moving) {
Matter.Body.setVelocity(powerUp[index], {
x: (Math.random() - 0.5) * 15,