entanglement
entanglement - your death leaves a power up for next run renamed entanglement also stores your gun and field improved graphics for incompatible tech
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21
js/level.js
21
js/level.js
@@ -25,13 +25,14 @@ const level = {
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(5)
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// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// m.setField("time dilation") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("missiles") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[0].ammo = 10000
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// tech.giveTech("ice crystal nucleation")
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// tech.giveTech("arsenal")
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// for (let i = 0; i < 1; ++i) tech.giveTech("compound lens")
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// tech.giveTech("dye laser")
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// for (let i = 0; i < 1; ++i) tech.giveTech("CPT symmetry")
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@@ -51,7 +52,6 @@ const level = {
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// for (let i = 0; i < 40; ++i) tech.giveTech()
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// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.spawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "technology", false, ["lens", "nail-bot"]);
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// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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@@ -71,6 +71,10 @@ const level = {
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// lore.unlockTesting();
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// tech.giveTech("tinker"); //show junk tech in experiment mode
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// simulation.isCheating = false
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// m.storeTech()
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// powerUps.spawn(m.pos.x, m.pos.y, "entanglement", false);
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// spawn.pickList = ["focuser", "focuser"]
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@@ -156,12 +160,9 @@ const level = {
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for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
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}
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if (m.plasmaBall) m.plasmaBall.reset()
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if (localSettings.axiom && localSettings.axiom.levelName === level.levels[level.onLevel]) {
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console.log('hi')
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const flip = localSettings.axiom.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
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powerUps.spawn(flip * localSettings.axiom.position.x, localSettings.axiom.position.y, "technology", false, localSettings.axiom.techNames);
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localSettings.axiom = undefined
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if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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if (localSettings.entanglement && localSettings.entanglement.levelName === level.levels[level.onLevel]) {
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const flip = localSettings.entanglement.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
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powerUps.spawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
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}
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},
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trainingText(say) {
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