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
This commit is contained in:
landgreen
2021-04-27 05:10:36 -07:00
parent 07a78743be
commit e619a2d57b
8 changed files with 351 additions and 308 deletions

View File

@@ -12,14 +12,15 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(50)
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("nano-scale manufacturing")
// b.giveGuns("foam")
// b.giveGuns("laser")
// tech.isExplodeRadio = true
// for (let i = 0; i < 9; i++) tech.giveTech("auto-loading heuristics")
// tech.giveTech("superfluidity")
// tech.giveTech("pulse")
// tech.giveTech("ice crystal nucleation")
// tech.giveTech("needle gun")
// tech.giveTech("cardinality")
@@ -1109,9 +1110,8 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// simulation.difficulty = 30
spawn.starter(1900, -500, 100) //big boy
spawn.grower(1900, -500)
spawn.starter(1900, -500, 200) //big boy
// spawn.grower(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.shooterBoss(1900, -500)
// spawn.launcherBoss(1200, -500)