shipMode
added 2 new testing keys: J = clear mobs, H = infinity health added junk tech: ship (it's hard to control, but you get better with practice) m.shipMode() in console
This commit is contained in:
35
js/level.js
35
js/level.js
@@ -32,6 +32,7 @@ const level = {
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// tech.giveTech("nail-bot")
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// for (let i = 0; i < 15; i++) tech.giveTech("plasma jet")
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// tech.isBlockPowerUps = true;
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// m.shipMode()
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -57,8 +58,8 @@ const level = {
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// tech.giveTech("undefined")
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// lore.techCount = 10
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// localSettings.loreCount = 1;
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// simulation.isCheating = true;
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// localSettings.loreCount = undefined;
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 1;
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// level.null()
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} else {
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@@ -1085,7 +1086,7 @@ const level = {
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// spawn.striker(1600, -500)
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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.sniper(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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@@ -1419,11 +1420,13 @@ const level = {
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powerUps.spawn(2050, -150, "heal", false); //starting gun
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// powerUps.spawn(2050, -150, "field", false); //starting gun
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if (localSettings.levelsClearedLastGame < 6) {
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spawn.wireFoot();
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spawn.wireFootLeft();
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spawn.wireKnee();
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spawn.wireKneeLeft();
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spawn.wireHead();
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if (!simulation.isCheating) {
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spawn.wireFoot();
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spawn.wireFootLeft();
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spawn.wireKnee();
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spawn.wireKneeLeft();
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spawn.wireHead();
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}
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} else {
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// const say = []
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// if (localSettings.runCount > 200) { //experienced
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@@ -2590,7 +2593,7 @@ const level = {
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color: "rgba(0,0,0,0.2)"
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});
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level.fill.push({
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x: 3600,
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x: 3800,
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y: -110,
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width: 400,
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height: 110,
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@@ -2614,7 +2617,7 @@ const level = {
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});
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level.fillBG.push({
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x: 3350,
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y: -1325,
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y: -1300,
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width: 50,
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height: 1325,
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color: "#d4d4d7"
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@@ -2627,7 +2630,7 @@ const level = {
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color: "#d4f4f4"
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});
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spawn.mapRect(-300, 0, 5000, 300); //***********ground
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spawn.mapRect(-300, 0, 5100, 300); //***********ground
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spawn.mapRect(-300, -350, 50, 400); //far left starting left wall
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spawn.mapRect(-300, -10, 500, 50); //far left starting ground
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spawn.mapRect(-300, -350, 500, 50); //far left starting ceiling
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@@ -2638,7 +2641,7 @@ const level = {
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spawn.mapRect(1600, -400, 1500, 500); //long center building
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spawn.mapRect(1345, -1100, 250, 25); //left platform
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spawn.mapRect(1755, -1100, 250, 25); //right platform
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spawn.mapRect(1300, -1850, 780, 50); //left higher platform
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spawn.mapRect(1300, -1850, 800, 50); //left higher platform
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spawn.mapRect(1300, -2150, 50, 350); //left higher platform left edge wall
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spawn.mapRect(1300, -2150, 450, 50); //left higher platform roof
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spawn.mapRect(1500, -1860, 100, 50); //ground bump wall
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@@ -2647,10 +2650,10 @@ const level = {
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spawn.mapRect(2500, -1450, 450, 350); //higher center floating large square
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spawn.mapRect(2500, -1675, 50, 300); //left wall on higher center floating large square
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spawn.mapRect(2500, -1700, 300, 50); //roof on higher center floating large square
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spawn.mapRect(3300, -850, 150, 25); //ledge by far right building
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spawn.mapRect(3300, -1350, 150, 25); //higher ledge by far right building
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spawn.mapRect(3600, -1100, 400, 990); //far right building
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spawn.boost(4150, 0, 1300);
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spawn.mapRect(3275, -750, 200, 25); //ledge by far right building
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spawn.mapRect(3275, -1300, 200, 25); //higher ledge by far right building
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spawn.mapRect(3800, -1100, 400, 990); //far right building
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spawn.boost(4450, 0, 1300);
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spawn.bodyRect(3200, -1375, 300, 25, 0.9);
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spawn.bodyRect(1825, -1875, 400, 25, 0.9);
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