sentry
mini black hole mobs travel through walls mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining removed rail gun mod - frame dragging bug fixed - rail gun bugs out when your charge speed gets very low mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
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22
js/level.js
22
js/level.js
@@ -16,13 +16,9 @@ const level = {
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// game.enableConstructMode() //used to build maps in testing mode
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.isCloak = true;
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// mech.setField("wormhole")
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// b.giveGuns("laser")
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// for (let i = 0; i < 10; i++) {
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// mod.giveMod("laser-bot");
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// }
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// mod.giveMod("cardinality")
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b.giveGuns("mine")
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mod.giveMod("sentry")
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level.intro(); //starting level
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@@ -152,11 +148,11 @@ const level = {
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// spawn.spawner(1600, -500)
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// spawn.sniper(1700, -120, 50)
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// spawn.bomberBoss(1400, -500)
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spawn.launcher(1800, -120)
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spawn.sucker(1800, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.sniper(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.snakeBoss(1200, -500)
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@@ -220,16 +216,16 @@ const level = {
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document.body.style.backgroundColor = "#ccc";
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level.fill.push({
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x: 6400,
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x: 5400,
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y: -550,
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width: 300,
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height: 350,
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color: "rgba(0,255,255,0.1)"
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});
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spawn.mapRect(-950, 0, 7200, 800); //ground
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spawn.mapRect(-950, -1500, 800, 1900); //left wall
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spawn.mapRect(-950, -2300, 7200, 800); //roof
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spawn.mapRect(-1950, 0, 8200, 1800); //ground
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spawn.mapRect(-1950, -1500, 1800, 1900); //left wall
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spawn.mapRect(-1950, -3300, 8200, 1800); //roof
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spawn.mapRect(-250, -200, 1000, 300); // shelf
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spawn.mapRect(-250, -1700, 1000, 1250); // shelf roof
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spawn.blockDoor(710, -210);
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@@ -238,7 +234,7 @@ const level = {
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spawn.mapRect(5400, -1700, 400, 1150); //right wall
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spawn.mapRect(5400, -300, 400, 400); //right wall
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spawn.mapRect(5700, -2300, 800, 3100); //right wall
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spawn.mapRect(5700, -3300, 1800, 5100); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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},
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