flip-flop
tech: flip-flip - does nothing, except toggle on collisions tech: NOR gate - when flip-flip is ON take 0 harm from collisions tech: NAND gate - when flip-flip is ON do 55.5% damage tech: transistor - when flip-flop is ON regen 22 energy/s, when OFF drain 3.1 energy /s tech: shift registers - set flip-flop to ON with a new level
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28
js/level.js
28
js/level.js
@@ -31,7 +31,7 @@ const level = {
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// tech.giveTech("missile-bot")
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// for (let i = 0; i < 5; i++)
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// tech.giveTech("nail-bot")
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// for (let i = 0; i < 2; i++) tech.giveTech("foam-bot")
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// for (let i = 0; i < 54; i++) tech.giveTech("foam-bot")
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// for (let i = 0; i < 15; i++) tech.giveTech("plasma jet")
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// tech.isBlockPowerUps = true;
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// m.shipMode()
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@@ -56,10 +56,10 @@ const level = {
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// level.basement(); //fan level
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// level.stronghold() //fan level
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// for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
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for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
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// powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
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// tech.giveTech("undefined")
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// lore.techCount = 10
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// lore.techCount = 7
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// localSettings.loreCount = 1;
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 1;
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@@ -95,31 +95,25 @@ const level = {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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simulation.trails()
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for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "tech", false);
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for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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}
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if (tech.isHealLowHealth) {
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const len = Math.floor((m.maxHealth - m.health) / 0.5)
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for (let i = 0; i < len; i++) {
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powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal", false);
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// powerUps.heal.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), 50);
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}
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for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
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}
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if (tech.isPerpetualReroll) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research", false);
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if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
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if (tech.isPerpetualAmmo) {
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powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
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powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
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for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "ammo", false);
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}
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if (tech.isPerpetualHeal) {
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powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal", false);
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powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal", false);
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for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
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}
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if (tech.isPerpetualStun) {
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for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
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}
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if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopHarmImmune) {
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tech.isFlipFlopHarmImmune = true
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// if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>on</strong>`
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simulation.makeTextLog(`tech.isFlipFlopHarmImmune <span class='color-symbol'>=</span> true`);
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if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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},
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custom() {},
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