pulse charge
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions please give feedback on balance (too strong, too weak?) tech shockwave: now applies to all explosions foam gun now gets 20% less ammo
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10
js/level.js
10
js/level.js
@@ -12,14 +12,15 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(50)
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// level.difficultyIncrease(30)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("nano-scale manufacturing")
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// b.giveGuns("foam")
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// b.giveGuns("laser")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 9; i++) tech.giveTech("auto-loading heuristics")
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// tech.giveTech("superfluidity")
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// tech.giveTech("pulse")
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// tech.giveTech("ice crystal nucleation")
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// tech.giveTech("needle gun")
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// tech.giveTech("cardinality")
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@@ -1109,9 +1110,8 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// simulation.difficulty = 30
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spawn.starter(1900, -500, 100) //big boy
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spawn.grower(1900, -500)
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spawn.starter(1900, -500, 200) //big boy
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// spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shooterBoss(1900, -500)
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// spawn.launcherBoss(1200, -500)
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