invisible map element bug fixed
cloaking field no longer gets smaller when you are low on energy invisible map element bug fixed
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@@ -7,12 +7,12 @@ const level = {
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defaultZoom: 1400,
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onLevel: -1,
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levelsCleared: 0,
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playableLevels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "labs"],
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
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levels: [],
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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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// localSettings.levelsClearedLastGame = 10
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// tech.isFieldFree = true
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@@ -56,6 +56,7 @@ const level = {
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// lore.techCount = 6
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simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 3; //this sets what conversation is heard
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@@ -1933,7 +1934,7 @@ const level = {
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spawn.mapVertex(x + 250, y + -1700, hexagon150);
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spawn.mapVertex(x + 725, y + -1950, hexagon150);
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spawn.mapVertex(x + 1200, y + -2200, hexagon150);
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const numberOfMapElementsAdded = 13
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const numberOfMapElementsAdded = 11
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for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
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spawn.randomMob(x + 1075, y + -1500, mobSpawnChance);
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@@ -1986,7 +1987,7 @@ const level = {
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empty = emptyOptions[Math.floor(Math.random() * emptyOptions.length)];
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loot = lootOptions[Math.floor(Math.random() * lootOptions.length)];
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upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
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// upDown = upDownOptions[0] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
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// upDown = upDownOptions[1] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
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//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
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//rooms
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let rooms = ["loot", "enter", "empty", "exit"]
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