sort
pause menu can sort tech by keywords tech: mechatronics - randomly add +(7 to 13)% damage a few new images bug fixes cherenkov radiation damage bug fixed it does much more damage and matches the description
This commit is contained in:
112
js/level.js
112
js/level.js
@@ -27,24 +27,26 @@ const level = {
|
||||
// m.immuneCycle = Infinity //you can't take damage
|
||||
// tech.tech[297].frequency = 100
|
||||
// m.couplingChange(10)
|
||||
// m.setField("negative mass") //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
|
||||
// m.setField("standing wave") //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
|
||||
// m.energy = 0
|
||||
// simulation.molecularMode = 2
|
||||
// m.damage(0.1);
|
||||
// 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
|
||||
// b.giveGuns("shotgun") //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
|
||||
// b.guns[3].ammo = 100000000
|
||||
// tech.giveTech("accretion")
|
||||
// tech.giveTech("surface plasmons")
|
||||
// tech.giveTech("bremsstrahlung")
|
||||
// tech.giveTech("cherenkov radiation")
|
||||
// tech.giveTech("irradiated nails")
|
||||
// for (let i = 0; i < 6; ++i) tech.giveTech("Lorentz transformation")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("waste heat recovery")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("rivet gun")
|
||||
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("foam-bot") });
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("foam-bot upgrade")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("flatland")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("ternary")
|
||||
// for (let i = 0; i < 3; ++i) tech.giveTech("mechatronics")
|
||||
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
|
||||
// level.subway();
|
||||
// level.testing();
|
||||
// spawn.nodeGroup(3200, -300, "sniper")
|
||||
// spawn.nodeGroup(2200, -300, "sniper")
|
||||
// spawn.nodeGroup(2200, -300, "sniper")
|
||||
@@ -1850,100 +1852,6 @@ const level = {
|
||||
testing() {
|
||||
simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode
|
||||
|
||||
//clipping everything except LoS
|
||||
//stroke around map
|
||||
// simulation.ephemera.push({
|
||||
// name: "LoS", count: 0, do() {
|
||||
// const pos = m.pos
|
||||
// const radius = 5000
|
||||
// if (!simulation.isTimeSkipping) {
|
||||
// const vertices = simulation.sight.circleLoS(pos, radius);
|
||||
// if (vertices.length) {
|
||||
// ctx.beginPath();
|
||||
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
// for (var i = 1; i < vertices.length; i++) {
|
||||
// var currentDistance = Math.sqrt((vertices[i - 1].x - pos.x) ** 2 + (vertices[i - 1].y - pos.y) ** 2);
|
||||
// var newDistance = Math.sqrt((vertices[i].x - pos.x) ** 2 + (vertices[i].y - pos.y) ** 2);
|
||||
// if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
||||
// const currentAngle = Math.atan2(vertices[i - 1].y - pos.y, vertices[i - 1].x - pos.x);
|
||||
// const newAngle = Math.atan2(vertices[i].y - pos.y, vertices[i].x - pos.x);
|
||||
// ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
||||
// } else {
|
||||
// ctx.lineTo(vertices[i].x, vertices[i].y)
|
||||
// }
|
||||
// }
|
||||
// newDistance = Math.sqrt((vertices[0].x - pos.x) ** 2 + (vertices[0].y - pos.y) ** 2);
|
||||
// currentDistance = Math.sqrt((vertices[vertices.length - 1].x - pos.x) ** 2 + (vertices[vertices.length - 1].y - pos.y) ** 2);
|
||||
// if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
||||
// const currentAngle = Math.atan2(vertices[vertices.length - 1].y - pos.y, vertices[vertices.length - 1].x - pos.x);
|
||||
// const newAngle = Math.atan2(vertices[0].y - pos.y, vertices[0].x - pos.x);
|
||||
// ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
||||
// } else {
|
||||
// ctx.lineTo(vertices[0].x, vertices[0].y)
|
||||
// }
|
||||
// ctx.strokeStyle = "#000";
|
||||
// ctx.lineWidth = 20;
|
||||
// ctx.stroke(simulation.draw.mapPath);
|
||||
// ctx.globalCompositeOperation = "destination-in";
|
||||
// ctx.fillStyle = "#000";
|
||||
// ctx.fill();
|
||||
// ctx.globalCompositeOperation = "source-over";
|
||||
// ctx.clip();
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// })
|
||||
|
||||
//clipping everything except LoS
|
||||
//redrawing map, so it's still visible
|
||||
// simulation.ephemera.push({
|
||||
// name: "LoS", count: 0, do() {
|
||||
// const pos = m.pos
|
||||
// const radius = 3000
|
||||
// if (!simulation.isTimeSkipping) {
|
||||
// const vertices = simulation.sight.circleLoS(pos, radius);
|
||||
// if (vertices.length) {
|
||||
// ctx.beginPath();
|
||||
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
// for (var i = 1; i < vertices.length; i++) {
|
||||
// var currentDistance = Math.sqrt((vertices[i - 1].x - pos.x) ** 2 + (vertices[i - 1].y - pos.y) ** 2);
|
||||
// var newDistance = Math.sqrt((vertices[i].x - pos.x) ** 2 + (vertices[i].y - pos.y) ** 2);
|
||||
// if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
||||
// const currentAngle = Math.atan2(vertices[i - 1].y - pos.y, vertices[i - 1].x - pos.x);
|
||||
// const newAngle = Math.atan2(vertices[i].y - pos.y, vertices[i].x - pos.x);
|
||||
// ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
||||
// } else {
|
||||
// ctx.lineTo(vertices[i].x, vertices[i].y)
|
||||
// }
|
||||
// }
|
||||
// newDistance = Math.sqrt((vertices[0].x - pos.x) ** 2 + (vertices[0].y - pos.y) ** 2);
|
||||
// currentDistance = Math.sqrt((vertices[vertices.length - 1].x - pos.x) ** 2 + (vertices[vertices.length - 1].y - pos.y) ** 2);
|
||||
// if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
||||
// const currentAngle = Math.atan2(vertices[vertices.length - 1].y - pos.y, vertices[vertices.length - 1].x - pos.x);
|
||||
// const newAngle = Math.atan2(vertices[0].y - pos.y, vertices[0].x - pos.x);
|
||||
// ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
||||
// } else {
|
||||
// ctx.lineTo(vertices[0].x, vertices[0].y)
|
||||
// }
|
||||
|
||||
// ctx.strokeStyle = "#234";
|
||||
// ctx.lineWidth = 9;
|
||||
// ctx.stroke(simulation.draw.mapPath);
|
||||
|
||||
// ctx.globalCompositeOperation = "destination-in";
|
||||
// ctx.fillStyle = "#000";
|
||||
// ctx.fill();
|
||||
// ctx.globalCompositeOperation = "source-over";
|
||||
|
||||
// // ctx.fill(simulation.draw.mapPath);
|
||||
// // ctx.fillStyle = "#000";
|
||||
|
||||
// ctx.clip();
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// })
|
||||
|
||||
document.body.style.backgroundColor = "#fff";
|
||||
// color.map = "#444" //custom map color
|
||||
// level.difficultyIncrease(14); //hard mode level 7
|
||||
@@ -2033,10 +1941,10 @@ const level = {
|
||||
|
||||
|
||||
//???
|
||||
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
|
||||
level.difficultyIncrease(3 * 4) //30 is near max on hard //60 is near max on why
|
||||
// m.addHealth(Infinity)
|
||||
|
||||
// spawn.starter(1900, -500, 200) //big boy
|
||||
spawn.starter(1900, -500, 200) //big boy
|
||||
// for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
|
||||
// spawn.suckerBoss(1900, -500)
|
||||
// spawn.launcherBoss(3200, -500)
|
||||
|
||||
Reference in New Issue
Block a user