quantum foam
all mobs that move through walls and blocks now have a transparent fill player and power ups float in hazards tech: apomixis - after reaching 100% duplication spawn 4 level bosses tech: quantum foam - +153% foam damage, fire 0.35s into the future bullets are bigger, and easier to see
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38
js/level.js
38
js/level.js
@@ -760,7 +760,7 @@ const level = {
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mapB.portalPair = mapA
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return [portalA, portalB, mapA, mapB]
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},
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hazard(x, y, width, height, damage = 0.0005, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
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hazard(x, y, width, height, damage = 0.0008, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
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return {
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min: {
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x: x,
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@@ -791,6 +791,29 @@ const level = {
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}
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const drain = 0.005
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if (m.energy > drain) m.energy -= drain
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//float
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if (!isOptical) {
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if (player.velocity.y > 3) player.force.y -= 0.96 * player.mass * simulation.g
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const slowY = (player.velocity.y > 0) ? Math.max(0.3, 1 - 0.0015 * player.velocity.y * player.velocity.y) : Math.max(0.98, 1 - 0.001 * Math.abs(player.velocity.y)) //down : up
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Matter.Body.setVelocity(player, {
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x: Math.max(0.6, 1 - 0.07 * Math.abs(player.velocity.x)) * player.velocity.x,
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y: slowY * player.velocity.y
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});
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}
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}
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//float power ups
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if (!isOptical) {
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powerUpCollide = Matter.Query.region(powerUp, this)
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for (let i = 0, len = powerUpCollide.length; i < len; i++) {
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const diameter = 2 * powerUpCollide[i].size
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const buoyancy = 1 - 0.2 * Math.max(0, Math.min(diameter, this.min.y - powerUpCollide[i].position.y + powerUpCollide[i].size)) / diameter
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powerUpCollide[i].force.y -= buoyancy * 1.1 * powerUpCollide[i].mass * simulation.g;
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Matter.Body.setVelocity(powerUpCollide[i], {
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x: powerUpCollide[i].velocity.x,
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y: 0.95 * powerUpCollide[i].velocity.y
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});
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}
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}
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},
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draw() {
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@@ -1054,18 +1077,19 @@ const level = {
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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)
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// spawn.starter(1900, -500)
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// spawn.historyBoss(1900, -500)
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// spawn.sneaker(2900, -500)
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// spawn.ghoster(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.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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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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// spawn.bomberBoss(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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@@ -1139,8 +1163,10 @@ const level = {
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powerUps.spawn(1675, -50, "ammo");
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powerUps.spawn(3350, -75, "ammo");
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powerUps.spawn(3925, -50, "ammo");
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powerUps.spawn(4250, -75, "ammo");
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powerUps.spawn(4550, -75, "ammo");
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powerUps.spawn(5025, -50, "ammo");
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powerUps.spawn(4725, -50, "ammo");
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powerUps.spawn(4975, -350, "ammo");
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powerUps.spawn(5125, -350, "ammo");
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powerUps.spawn(5075, -425, "ammo");
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