resonance

tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again

JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech

bug fixes
This commit is contained in:
landgreen
2022-06-30 07:35:36 -07:00
parent 5f098c3d1e
commit de99a27a29
8 changed files with 255 additions and 192 deletions

View File

@@ -18,18 +18,18 @@ const level = {
// simulation.isHorizontalFlipped = true
// m.addHealth(Infinity)
// m.setField("metamaterial cloaking")
// b.giveGuns("harpoon")
// b.giveGuns("matter wave")
// b.giveGuns("shotgun")
// b.guns[0].ammo = 10000
// // b.giveGuns("mine")
// tech.giveTech("boson composite")
// tech.giveTech("phonon")
// for (let i = 0; i < 3; ++i) tech.giveTech("smelting")
// for (let i = 0; i < 9; ++i) tech.giveTech("propagator")
// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
// for (let i = 0; i < 9; ++i) tech.giveTech("emergence")
// tech.giveTech("polyurethane foam")
// tech.giveTech("quantum eraser")
// tech.giveTech("MACHO")
// tech.giveTech("resonance")
// tech.giveTech("microtransactions")
// tech.giveTech("cross disciplinary")
// m.maxHealth = 100
// m.health = m.maxHealth
// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
@@ -46,13 +46,13 @@ const level = {
// powerUps.research.changeRerolls(100)
// spawn.starter(1900, -500, 100)
// for (let i = 0; i < 20; ++i) spawn.exploder(1900, -500)
// spawn.timeSkipBoss(1900, -500)
spawn.slashBoss(1900, -500)
// level.difficultyIncrease(20) //30 is near max on hard //60 is near max on why
// level.testing(); //not in rotation, used for testing
level.testing(); //not in rotation, used for testing
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
@@ -423,7 +423,7 @@ const level = {
y += height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.map,
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
@@ -455,7 +455,7 @@ const level = {
y += height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.map,
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
@@ -581,7 +581,7 @@ const level = {
force += simulation.g
const who = body[body.length] = Bodies.rectangle(x, isAtTop ? maxHeight : y, width, height, {
collisionFilter: {
category: cat.map,
category: cat.body, //cat.map,
mask: cat.map | cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,