invisible map element bug fixed

cloaking field no longer gets smaller when you are low on energy
invisible map element bug fixed
This commit is contained in:
landgreen
2021-08-08 11:26:24 -07:00
parent 387d30eff5
commit efa16c9ad5
5 changed files with 14 additions and 29 deletions

View File

@@ -7,12 +7,12 @@ const level = {
defaultZoom: 1400,
onLevel: -1,
levelsCleared: 0,
playableLevels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "labs"],
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
levels: [],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// localSettings.levelsClearedLastGame = 10
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// tech.isFieldFree = true
@@ -56,6 +56,7 @@ const level = {
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
// lore.techCount = 6
simulation.enableConstructMode() //used to build maps in testing mode
// simulation.isCheating = false //true;
// localSettings.loreCount = 3; //this sets what conversation is heard
@@ -1933,7 +1934,7 @@ const level = {
spawn.mapVertex(x + 250, y + -1700, hexagon150);
spawn.mapVertex(x + 725, y + -1950, hexagon150);
spawn.mapVertex(x + 1200, y + -2200, hexagon150);
const numberOfMapElementsAdded = 13
const numberOfMapElementsAdded = 11
for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
spawn.randomMob(x + 1075, y + -1500, mobSpawnChance);
@@ -1986,7 +1987,7 @@ const level = {
empty = emptyOptions[Math.floor(Math.random() * emptyOptions.length)];
loot = lootOptions[Math.floor(Math.random() * lootOptions.length)];
upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
// upDown = upDownOptions[0] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
// upDown = upDownOptions[1] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
//rooms
let rooms = ["loot", "enter", "empty", "exit"]