horizontal flip
levels are now randomly flipped horizontally
removed spawn.boost( from n-gon
make boosts with these commands:
const boost1 = level.boost(2550, 1500, 1700) //x,y, boost height
const boost2 = level.boost(-3400, -2050, 3000)
level.custom = () => {
boost1.query();
boost2.query();
also you don't have to draw the boosts any more, the query command does it for you
This commit is contained in:
@@ -12,8 +12,6 @@ const simulation = {
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} else {
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m.airControl()
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}
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// level.checkZones();
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level.checkQuery();
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m.move();
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m.look();
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simulation.checks();
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@@ -51,8 +49,6 @@ const simulation = {
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} else {
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m.airControl()
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}
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// level.checkZones();
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level.checkQuery();
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m.move();
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m.look();
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simulation.checks();
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@@ -83,9 +79,6 @@ const simulation = {
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} else {
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m.airControl()
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}
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level.checkZones();
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level.checkQuery();
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m.move();
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simulation.checks();
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mobs.loop();
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@@ -518,7 +511,7 @@ const simulation = {
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}
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m.look = m.lookDefault
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simulation.isHorizontalFlipped = Math.random() < 0.5 ? true : false //if true, some maps are flipped horizontally
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level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
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if (simulation.isCommunityMaps) {
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level.levels.push("stronghold");
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@@ -721,7 +714,6 @@ const simulation = {
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m.drop();
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m.hole.isOn = false;
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level.zones = [];
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level.queryList = [];
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simulation.drawList = [];
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function removeAll(array) {
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@@ -1044,18 +1036,6 @@ const simulation = {
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ctx.stroke();
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},
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testing() {
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//query zones
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// ctx.beginPath();
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// for (let i = 0, len = level.queryList.length; i < len; ++i) {
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// ctx.rect(
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// level.queryList[i].bounds.max.x,
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// level.queryList[i].bounds.max.y,
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// level.queryList[i].bounds.min.x - level.queryList[i].bounds.max.x,
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// level.queryList[i].bounds.min.y - level.queryList[i].bounds.max.y
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// );
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// }
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// ctx.fillStyle = "rgba(0, 0, 255, 0.2)";
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// ctx.fill();
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//jump
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ctx.beginPath();
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let bodyDraw = jumpSensor.vertices;
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