moving files to different computer
reworked focuser mobs to fire blue energy draining laser instead of charging player
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47
js/level.js
47
js/level.js
@@ -60,12 +60,12 @@ const level = {
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// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "warp");
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 250, "research", false);
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// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
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// level.substructure();
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// level.cocoon();
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level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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// for (let i = 0; i < 5; ++i) spawn.sneaker(1900, -500)
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// for (let i = 0; i < 1; ++i) spawn.shieldingBoss(1900, -500)
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// for (let i = 0; i < 1; i++) spawn.mantisBoss(1900, -500)
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// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
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@@ -3093,8 +3093,9 @@ const level = {
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// ctx.font = "50px Arial";
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// ctx.fillStyle = "rgba(0,0,0,0.3)"
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// for (let i = 0; i < 5; i++) {
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// const wiggle = 10
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// const wiggle = 2
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// ctx.fillText("move", 500 + wiggle * Math.random(), -500 + wiggle * Math.random());
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// ctx.fillText("move", 500, -400);
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// }
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//push around power ups stuck in the tube wall
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@@ -8154,6 +8155,46 @@ const level = {
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powerUps.directSpawn(2100, 925, "heal");
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powerUps.directSpawn(625, -100, "heal");
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},
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cocoon() {
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// simulation.fallHeight = 4000
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level.announceMobTypes()
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level.setPosToSpawn(-3800, 950);
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level.exit.x = 3750
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level.exit.y = -625
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level.defaultZoom = 2000
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#d0d5d5";
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color.map = "#444"
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level.custom = () => {
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level.exit.drawAndCheck();
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level.enter.draw();
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};
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(0,255,255,0.1)" //"#d4f4f4" //exit
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ctx.fillRect(3535, -1050, 500, 475);
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//shadows
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ctx.fillStyle = "rgba(0,20,60,0.09)"
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// ctx.fillRect(-4025, -1050, 1750, 2275);
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};
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//boxes center on zero,zero with deep walls to hide background
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spawn.mapRect(4000, -2000, 2000, 4000); //right map wall
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spawn.mapRect(-6000, -2000, 2000, 4000); //left map wall
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spawn.mapRect(-6000, -4000, 12000, 3000); //map ceiling
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spawn.mapRect(-6000, 1000, 12000, 3000); //floor
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// spawn.randomMob(2825, 75, 0.9);
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// spawn.randomLevelBoss(2400, 600);
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// spawn.secondaryBossChance(800, -300)
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// powerUps.spawnStartingPowerUps(600, 375);
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// powerUps.addResearchToLevel() //needs to run after mobs are spawned
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},
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lock() {
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level.announceMobTypes()
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level.setPosToSpawn(0, -65); //lower start
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