placebo
finalBoss has a bit less health
laser lens has a glow effect
slow light has 11->7 unique beams
slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy
JUNK tech: placebo - +777% damage +777% defense
bug fixes
This commit is contained in:
48
js/level.js
48
js/level.js
@@ -28,19 +28,20 @@ const level = {
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// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("nail gun") //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.giveGuns("laser") //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[0].ammo = 10000
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// for (let i = 0; i < 1; ++i) tech.giveTech("needle gun")
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// tech.giveTech("pressure vessel")
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// tech.giveTech("quintessence")
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// for (let i = 0; i < 1; ++i) tech.giveTech("freezer burn")
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// for (let i = 0; i < 1; i++) tech.giveTech("reaction inhibitor")
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// tech.giveTech("lens")
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// for (let i = 0; i < 9; ++i) tech.giveTech("compound lens")
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// tech.giveTech("dye laser")
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// for (let i = 0; i < 1; ++i) tech.giveTech("iridescence")
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// for (let i = 0; i < 1; i++) tech.giveTech("slow light")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.final();
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// level.testing();
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// spawn.starter(1900, -500, 200)
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// spawn.starter(1900, -500)
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// spawn.timeBoss(2538, -950)
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// for (let i = 0; i < 33; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
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@@ -1088,7 +1089,7 @@ const level = {
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if (!m.isBodiesAsleep) {
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if (this.isClosing) {
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if (this.position.y < y) { //try to close
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if (
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if ( //if clear of stuff
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Matter.Query.collides(this, [player]).length === 0 &&
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Matter.Query.collides(this, body).length < 2 &&
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Matter.Query.collides(this, mob).length === 0
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@@ -1100,6 +1101,25 @@ const level = {
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Matter.Body.setPosition(this, position)
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}
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}
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// else {
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// const blocks = Matter.Query.collides(this, body)
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// console.log(blocks.length)
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// for (let i = 0; i < blocks.length; i++) {
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// // console.log(blocks[i])
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// if (blocks[i].bodyA) {
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// if (touching[i].bodyB !== m.holdingTarget) {
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// for (let j = 0, len = body.length; j < len; j++) {
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// if (body[j] === touching[i].bodyB) {
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// body.splice(j, 1);
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// len--
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// Matter.Composite.remove(engine.world, touching[i].bodyB);
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// break;
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// }
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// }
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// }
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// }
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// }
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// }
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} else {
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if (this.position.y > y - distance) { //try to open
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const position = {
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@@ -2955,6 +2975,12 @@ const level = {
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if (!doorOut.isClosed() || !doorIn.isClosed()) {
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doorIn.isClosing = true
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doorOut.isClosing = true
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//block caught in a door
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if (Matter.Query.collides(doorOut, body).length > 1 || Matter.Query.collides(doorIn, body).length > 1) {
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button.isUp = true
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doorIn.isClosing = false
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doorOut.isClosing = false
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}
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} else {
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isSpawnedBoss = true
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isDoorsLocked = true
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@@ -3039,6 +3065,12 @@ const level = {
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if (!doorOut.isClosed() || !doorIn.isClosed()) {
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doorIn.isClosing = true
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doorOut.isClosing = true
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//block caught in a door
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if (Matter.Query.collides(doorOut, body).length > 1 || Matter.Query.collides(doorIn, body).length > 1) {
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button.isUp = true
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doorIn.isClosing = false
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doorOut.isClosing = false
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}
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} else {
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isSpawnedBoss = true
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isDoorsLocked = true
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