vaccum bomb grenade mod

gun: vacuum bomb is removed
mod: vacuum bomb - grenades fire slower, explode bigger and, suck everything towards them

laser and diffuse laser graphics are better
mod: output coupler - diffuse laser beam is 30% wider and does 30% more damage
      requires diffuse beam

level number doesn't increase if you skip the boss (in the late game)
This commit is contained in:
landgreen
2020-10-23 16:03:27 -07:00
parent 5bbac02f88
commit e0131fcea1
8 changed files with 219 additions and 193 deletions

View File

@@ -7,6 +7,7 @@ const level = {
defaultZoom: 1400,
onLevel: 0,
levelsCleared: 0,
bossKilled: false,
levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
@@ -16,11 +17,11 @@ const level = {
// game.setZoom();
// mech.isCloak = true;
// mech.setField("wormhole")
// b.giveGuns("flechettes")
// b.giveGuns("grenades")
// for (let i = 0; i < 10; i++) {
// mod.giveMod("laser-bot");
// }
// mod.giveMod("supercritical fission")
// mod.giveMod("vacuum bomb")
level.intro(); //starting level
@@ -544,7 +545,7 @@ const level = {
spawn.bodyRect(6800, 2490, 50, 50);
spawn.bodyRect(6800, 2540, 50, 50);
spawn.bodyRect(6800, 2590, 50, 50);
spawn.bodyRect(8225, 2225, 50, 375);
spawn.bodyRect(8225, 2225, 100, 100);
spawn.mapRect(6250, 1875, 700, 150);
spawn.mapRect(8000, 1875, 600, 150);
@@ -578,6 +579,7 @@ const level = {
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
bosses() {
level.bossKilled = true; //if there is no boss this needs to be true to increase levels
level.custom = () => {
level.playerExitCheck();
};
@@ -639,6 +641,7 @@ const level = {
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
intro() {
level.bossKilled = true; //if there is no boss this needs to be true to increase levels
level.custom = () => {
level.playerExitCheck();
};
@@ -1477,7 +1480,7 @@ const level = {
spawn.randomMob(3600, -500, 0.8);
spawn.randomMob(3400, -200, 0.8);
spawn.randomMob(1650, -1300, 0.7)
spawn.randomMob(-4100, -50, 0.7);
spawn.randomMob(4100, -50, 0.7);
spawn.randomMob(4100, -50, 0.5);
spawn.randomMob(1700, -50, 0.3)
spawn.randomMob(2350, -900, 0.3)
@@ -3882,15 +3885,18 @@ const level = {
},
custom() {}, //each level runs it's own custom code (level exits, ...)
nextLevel() {
level.levelsCleared++;
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
if (level.bossKilled || level.levelsCleared < level.levels.length) {
level.levelsCleared++;
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
}
level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
level.bossKilled = false;
//reset lost mod display
for (let i = 0; i < mod.mods.length; i++) {
if (mod.mods[i].isLost) mod.mods[i].isLost = false;