pressure vessel

default foam gun fires a stream
tech: pressure vessel - in addition to the stream, foam gun builds up charges.
  charges release after you stop firing
  capacitor tech doubles pressure vessel effect
tech: syntactic foam - foam does 41% more damage per second
  quantum foam removed

spore gun has 25% more ammo and fires 25% more often
spores and worms move 25% faster

nail gun has 5% more ammo
all versions of nail gun have a much higher fire rate

harpoon/grapple density reduced by 20%
  this also lowers damage about 10%
harpoon/grapple properly follow conservation of momentum
  (a small jerk when it retracts)

bug fixes
This commit is contained in:
landgreen
2022-05-05 06:20:15 -07:00
parent 936741a4e7
commit f412e029f5
7 changed files with 205 additions and 159 deletions

View File

@@ -17,13 +17,13 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.setField("time dilation")
// b.giveGuns("matter wave")
// tech.giveTech("phonon")
// tech.giveTech("eternalism")
// tech.giveTech("isotropic radiator")
// tech.giveTech("polyurethane balls")
// tech.giveTech("grappling hook")
// tech.giveTech("paradigm shift")
// b.giveGuns("foam")
// tech.giveTech("rocket-propelled grenade")
// tech.giveTech("needle gun")
// tech.giveTech("rivet gun")
// tech.giveTech("capacitor bank")
// tech.giveTech("rotary cannon")
// tech.giveTech("pneumatic actuator")
// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 15; i++) tech.giveTech()
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
@@ -2642,11 +2642,11 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
// for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
// spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
@@ -2672,7 +2672,7 @@ const level = {
// spawn.shieldingBoss(1700, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
for (let i = 0; i < 4; i++) spawn.starter(1900, -500)
// for (let i = 0; i < 4; i++) spawn.starter(1900, -500)
// spawn.pulsar(1900, -500)
// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
// mob[mob.length - 1].isShielded = true