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