tokamak
renamed MACHO -> dark matter tech: MACHO - dark matter is active when you are outside not inside it's range, 1.5 to dark matter effects tech: dark energy - inside dark matter regen 10 energy tech: stability - 0.3x damage taken if health equals maxHealth tech: instability - 2x damage if damage taken is 1x tech: control theory - 1.5x damage if health equals maxHealth tech: inertial confinement - while charging tokamak you can fly, but energy drains tech: stellarator - after firing a block with tokamak, spawn up to 5 heals boss health nerf: almost every boss has ~0.8x less health secondary bosses also spawn 2 ammo aerostat 0.85->0.9 damage on the ground Pauli exclusion 6->8 seconds of invulnerable after getting hit Gibbs free energy 2->0 research cost, 1.01->1.05 damage scales with energy below 100->maxEnergy cache 15->17x ammo several bug fixes
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28
js/level.js
28
js/level.js
@@ -26,7 +26,7 @@ const level = {
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// tech.tech[297].frequency = 100
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// tech.addJunkTechToPool(0.5)
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// m.couplingChange(10)
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// m.setField("time dilation") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// m.setField("negative mass") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// m.energy = 0
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// powerUps.research.count = 3
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// tech.isHookWire = true
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@@ -43,9 +43,9 @@ const level = {
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// b.guns[8].ammo = 100000000
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// requestAnimationFrame(() => { tech.giveTech("optical amplifier") });
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// tech.giveTech("1st ionization energy")
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// for (let i = 0; i < 1; ++i) tech.giveTech("negative feedback")
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// for (let i = 0; i < 2; ++i) tech.giveTech("delayed-choice")
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// for (let i = 0; i < 1; ++i) tech.giveTech("pulse")
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// for (let i = 0; i < 1; ++i) tech.giveTech("tokamak")
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// for (let i = 0; i < 1; ++i) tech.giveTech("inertial confinement")
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// for (let i = 0; i < 1; ++i) tech.giveTech("stellarator")
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// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
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// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) b.orbitBot(m.pos, false) });
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("1st ionization energy") });
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@@ -54,11 +54,11 @@ const level = {
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// for (let i = 0; i < 1; ++i) tech.giveTech("compression engine")
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 1; i++) powerUps.directSpawn(-50, -70, "difficulty", false);
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// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
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// spawn.mapRect(575, -700, 25, 425); //block mob line of site on testing
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// level.arena();
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// for (let i = 0; i < 1; ++i) spawn.snakeSpitBoss(1400, -500)
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level.testing();
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// for (let i = 0; i < 1; ++i) spawn.snakeBoss(1400, -500)
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(800, -100, "coupling");
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// Matter.Body.setPosition(player, { x: -200, y: -3330 });
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// for (let i = 0; i < 4; ++i) spawn.sucker(1300, -500 + 100 * Math.random())
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// spawn.hopper(1900, -500)
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@@ -68,11 +68,10 @@ const level = {
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// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
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// for (let i = 0; i < 40; ++i) tech.giveTech()
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level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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// level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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// for (let i = 0; i < 1; ++i) spawn.laserLayerBoss(1900, -500)
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// for (let i = 0; i < 2; i++) spawn.ghoster(level.exit.x, level.exit.y) //ghosters need to spawn after the map loads
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// spawn.bodyRect(2425, -120, 200, 200);
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// console.log(body[body.length - 1].mass)
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// simulation.isAutoZoom = false; //look in close
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// simulation.zoomScale *= 0.5;
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@@ -134,7 +133,7 @@ const level = {
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}
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}
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}
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if (tech.isMACHO) spawn.MACHO()
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if (tech.isDarkMatter) spawn.darkMatter()
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for (let i = 0; i < tech.wimpCount; i++) {
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spawn.WIMP()
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mob[mob.length - 1].isDecoupling = true //so you can find it to remove
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@@ -151,6 +150,7 @@ const level = {
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newLevelOrPhase() { //runs on each new level but also on final boss phases
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//used for generalist and pigeonhole principle
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tech.cancelTechCount = 0
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tech.tokamakHealCount = 0
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tech.buffedGun++
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if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0;
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if (tech.isGunCycle && b.activeGun !== null && b.inventory.length) {
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@@ -12651,7 +12651,7 @@ const level = {
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Promise.resolve().then(() => {
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// Clear all WIMPS and their research
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for (let i = 0; i < mob.length; i++) {
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if (mob[i] && !mob[i].isMACHO) {
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if (mob[i] && !mob[i].isDarkMatter) {
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mob[i].isWIMP = true;
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}
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}
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@@ -13302,7 +13302,7 @@ const level = {
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if (simulation.cycle % 4 === 0) {
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let newMobPositions = [];
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for (const i of mob) {
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if (!(i.isMACHO || i.isWIMP || i.isObstacle)) newMobPositions.push({
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if (!(i.isDarkMatter || i.isWIMP || i.isObstacle)) newMobPositions.push({
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x: i.position.x,
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y: i.position.y
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});
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@@ -13572,7 +13572,7 @@ const level = {
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level.setPosToSpawn(x, y);
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trapPlayer(x, y);
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].isMACHO) {
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if (mob[i].isDarkMatter) {
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setPos(mob[i], {
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x,
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y
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