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
This commit is contained in:
69
js/spawn.js
69
js/spawn.js
@@ -101,39 +101,62 @@ const spawn = {
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// spawn.shield(me, x, y, 1);
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me.onDeath = function() {
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//add lore level as next level if player took lore tech earlier in the game
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if (lore.techCount > 9 && !simulation.isCheating) {
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if (lore.techCount > (lore.techGoal - 1) && !simulation.isCheating) {
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level.levels.push("null")
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level.exit.x = 5500;
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level.exit.y = -330;
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/10<br>level.levels.push("null")`);
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}<br>level.levels.push("null")`);
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//remove block map element so exit is clear
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Matter.World.remove(engine.world, map[map.length - 1]);
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map.splice(map.length - 1, 1);
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simulation.draw.setPaths(); //redraw map draw path
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} else {
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//reset game
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setTimeout(() => {
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simulation.makeTextLog(`simulation.complete()`);
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let delay = 2000
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for (let i = 0; i < 1; i += 0.01 + 0.2 * Math.random() * Math.random()) {
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setTimeout(function() {
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simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(i).toFixed(3)}`);
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}, delay);
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delay += 1000
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let count = 0
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function loop() {
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if (!simulation.paused) {
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count++
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if (count < 600) {
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if (!(count % 60)) simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(count/60- Math.random()).toFixed(3)}`);
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} else if (count === 600) {
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simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1`);
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} else if (count === 720) {
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`)
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} else if (count === 900) {
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simulation.makeTextLog(`World.clear(engine.world)`);
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} else if (count === 1140) {
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m.death()
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return
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}
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}
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setTimeout(function() {
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simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1`);
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setTimeout(() => {
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/10`);
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setTimeout(() => {
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if (!simulation.paused && !simulation.testing) {
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simulation.makeTextLog(`World.clear(engine.world)`);
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setTimeout(() => { m.death() }, 4000);
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}
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}, 3000);
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}, 2000);
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}, delay);
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}, 5000);
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if (!simulation.testing) requestAnimationFrame(loop);
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}
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requestAnimationFrame(loop);
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// setTimeout(() => {
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// if (simulation.paused || simulation.testing) isEnding = false
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// simulation.makeTextLog(`simulation.complete()`);
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// let delay = 2000
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// for (let i = 0; i < 1; i += 0.01 + 0.2 * Math.random() * Math.random()) {
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// setTimeout(function() {
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// if (!simulation.paused && !simulation.testing) simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(i).toFixed(3)}`);
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// }, delay);
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// delay += 1000
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// }
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// setTimeout(function() {
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// if (isEnding) simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1`);
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// setTimeout(() => {
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// if (isEnding) simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/10`);
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// setTimeout(() => {
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// if (isEnding) {
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// if (isEnding) simulation.makeTextLog(`World.clear(engine.world)`);
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// setTimeout(() => { if (isEnding) m.death() }, 4000);
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// }
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// }, 3000);
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// }, 2000);
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// }, delay);
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// }, 5000);
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}
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//ramp up damage
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for (let i = 0; i < 3; i++) level.difficultyIncrease(simulation.difficultyMode)
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