added hornets and ablative synthesis, and ceramic plating
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13
js/game.js
13
js/game.js
@@ -304,25 +304,18 @@ const game = {
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}
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}
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if (keys[71]) { // give all guns with G
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b.giveGuns("all", 1000)
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// b.giveGuns("all", 1000)
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powerUps.gun.effect()
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}
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if (keys[72]) { // power ups with H
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
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}
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if (keys[89]) { //add all mods with y
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for (let i = 0; i < b.mods.length; i++) {
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if (!b.mods[i].have) {
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b.mods[i].effect()
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b.mods[i].have = true
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}
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}
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game.updateModHUD();
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powerUps.mod.effect()
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}
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if (keys[82]) { // teleport to mouse with R
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Matter.Body.setPosition(player, this.mouseInGame);
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