foam balance
beating the final boss automatically increases the difficulty mode for this run and future runs some foam balancing, mostly buffs standing wave harmonics gets 15% harm reduction again
This commit is contained in:
51
js/level.js
51
js/level.js
@@ -26,6 +26,7 @@ const level = {
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level.intro(); //starting level
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// level.testing(); //not in rotation
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// level.escape() //after the final boss, ending
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// level.final() //final boss level
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// level.gauntlet(); //before final boss level
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// level.testChamber() //less mobs, more puzzle
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@@ -97,6 +98,47 @@ const level = {
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//******************************************************************************************************************
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//******************************************************************************************************************
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//******************************************************************************************************************
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escape() {
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const hazard = level.hazard(-1775, 150, 3575, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
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// level.bossKilled = false; // if a boss needs to be killed
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level.custom = () => {
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// level.playerExitCheck();
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hazard.query();
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// hazard.level(true)
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};
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level.customTopLayer = () => {
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hazard.draw();
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};
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level.setPosToSpawn(0, -50); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 0;
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level.exit.y = 200;
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level.defaultZoom = 1000
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#aaa";
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// level.fill.push({ //foreground
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// x: 2500,
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// y: -1100,
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// width: 450,
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// height: 250,
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// color: "rgba(0,0,0,0.1)"
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// });
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// level.fillBG.push({ //background
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// x: 1300,
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// y: -1800,
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// width: 750,
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// height: 1800,
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// color: "#d4d4d7"
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// });
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spawn.mapRect(-500, 0, 1000, 1000); //center platform
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spawn.mapRect(-2000, 800, 4000, 200); //base
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spawn.mapRect(-2000, -1000, 4000, 200); //ceiling
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spawn.mapRect(-2000, -1000, 225, 2000); //left
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spawn.mapRect(1800, -1000, 200, 2000); //right
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// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
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},
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testing() {
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const button = level.button(200, -700)
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level.custom = () => {
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@@ -160,16 +202,16 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.boost(1500, 0, 900);
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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.exploder(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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// spawn.shooter(1700, -120)
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spawn.shooter(1700, -120)
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// spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.streamBoss(1600, -500)
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spawn.streamBoss(1600, -500)
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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@@ -179,7 +221,6 @@ const level = {
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// spawn.randomMob(1600, -500)
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},
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template() {
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// level.bossKilled = false; // if a boss needs to be killed
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level.custom = () => {
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level.playerExitCheck();
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};
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@@ -2121,7 +2162,6 @@ const level = {
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powerUps.addRerollToLevel() //needs to run after mobs are spawned
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},
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office() {
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level.bossKilled = false; // if a boss needs to be killed
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let button, door
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if (Math.random() < 0.75) { //normal direction start in top left
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button = level.button(525, 0)
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@@ -3820,7 +3860,6 @@ const level = {
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// `, 1200);
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},
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nextLevel() {
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// if (level.bossKilled)
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level.levelsCleared++;
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// level.difficultyIncrease(simulation.difficultyMode) //increase difficulty based on modes
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