shield blocking
relativistic momentum: laser pushes harder and slows mobs a bit to give a more predictable effect laserBombingBoss targets faster at higher levels you can now block shielded mobs, but your shield gets disabled for a bit fixed bug that made perfect diamagnetism have trouble blocking too many things at once and more small bug fixes, of course
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17
js/level.js
17
js/level.js
@@ -12,7 +12,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(10) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// tech.isFieldFree = true
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// m.setField("perfect diamagnetism")
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@@ -2267,12 +2267,16 @@ const level = {
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500, 200) //big boy
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// spawn.spiderBoss(1900, -500)
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.growBossCulture(1900, -500)
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spawn.laserBombingBoss(1900, -500)
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// spawn.snakeSpitBoss(1900, -500)
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// spawn.growBossCulture(1900, -500)
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// spawn.sneaker(1900, -500)
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spawn.sneaker(1900, -500)
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spawn.sneaker(1900, -500)
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spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.focuser(1600, -500)
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@@ -2284,7 +2288,6 @@ const level = {
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// spawn.cellBossCulture(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.grenadierBoss(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.snakeBoss(1200, -500)
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