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
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22
js/level.js
22
js/level.js
@@ -18,18 +18,18 @@ const level = {
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// simulation.isHorizontalFlipped = true
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// m.addHealth(Infinity)
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// m.setField("metamaterial cloaking")
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// b.giveGuns("harpoon")
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// b.giveGuns("matter wave")
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// b.giveGuns("shotgun")
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// b.guns[0].ammo = 10000
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// // b.giveGuns("mine")
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// tech.giveTech("boson composite")
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// tech.giveTech("phonon")
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// for (let i = 0; i < 3; ++i) tech.giveTech("smelting")
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// for (let i = 0; i < 9; ++i) tech.giveTech("propagator")
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// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
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// for (let i = 0; i < 9; ++i) tech.giveTech("emergence")
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// tech.giveTech("polyurethane foam")
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// tech.giveTech("quantum eraser")
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// tech.giveTech("MACHO")
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// tech.giveTech("resonance")
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// tech.giveTech("microtransactions")
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// tech.giveTech("cross disciplinary")
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// m.maxHealth = 100
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// m.health = m.maxHealth
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// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
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@@ -46,13 +46,13 @@ const level = {
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// powerUps.research.changeRerolls(100)
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// spawn.starter(1900, -500, 100)
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// for (let i = 0; i < 20; ++i) spawn.exploder(1900, -500)
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// spawn.timeSkipBoss(1900, -500)
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spawn.slashBoss(1900, -500)
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// level.difficultyIncrease(20) //30 is near max on hard //60 is near max on why
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// level.testing(); //not in rotation, used for testing
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level.testing(); //not in rotation, used for testing
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// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.research.changeRerolls(3000)
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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@@ -423,7 +423,7 @@ const level = {
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y += height / 2
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const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
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collisionFilter: {
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category: cat.map,
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category: cat.body,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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},
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isNoSetCollision: true,
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@@ -455,7 +455,7 @@ const level = {
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y += height / 2
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const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
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collisionFilter: {
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category: cat.map,
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category: cat.body,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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},
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isNoSetCollision: true,
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@@ -581,7 +581,7 @@ const level = {
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force += simulation.g
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const who = body[body.length] = Bodies.rectangle(x, isAtTop ? maxHeight : y, width, height, {
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collisionFilter: {
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category: cat.map,
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category: cat.body, //cat.map,
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mask: cat.map | cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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},
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isNoSetCollision: true,
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