more wording
updated pause menu and fields descriptions to new wording style
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15
js/level.js
15
js/level.js
@@ -18,10 +18,11 @@ const level = {
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// simulation.isHorizontalFlipped = true
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// m.addHealth(Infinity)
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// m.setField("time dilation")
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// b.giveGuns("shotgun")
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// tech.giveTech("ice-shot")
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// tech.giveTech("MACHO")
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// tech.giveTech("clock gating")
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// b.giveGuns("nail gun")
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// b.giveGuns("mine")
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// tech.giveTech("laser-mines")
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// tech.giveTech("free-electron laser")
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// tech.giveTech("energy conservation")
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// tech.giveTech("6s half-life")
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// for (let i = 0; i < 10; i++) tech.giveTech("replication")
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// tech.giveTech("eternalism")
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@@ -37,10 +38,10 @@ const level = {
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// m.immuneCycle = Infinity //you can't take damage
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reservoir();
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// level.perplex();
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// spawn.cellBossCulture(1900, -500)
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// spawn.snakeBoss(1900, -500)
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// level.testing(); //not in rotation, used for testing
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// spawn.starter(1900, -500)
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.research.changeRerolls(3000)
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@@ -7147,7 +7148,7 @@ const level = {
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spawn.mapRect(-1450, -2700, 900, 50); //5-1 ceiling
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spawn.mapRect(-925, -2300, 325, 50); //5-1 right floor
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spawn.mapRect(-1900, -3000, 450, 50); //stair cover
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spawn.bodyRect(-1150, -2950, 200, 250); //5-2 block
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spawn.bodyRect(-1150, -2950, 150, 250); //5-2 block
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//top left corner stuff
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spawn.mapRect(-1900, -2450, 250, 450); //
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