bug
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71
js/level.js
71
js/level.js
@@ -29,35 +29,13 @@ const level = {
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.tech[297].frequency = 100
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// level.reservoir();
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reservoir();
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// level.testing(); //not in rotation, used for testing
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if (simulation.isTraining) { level.walk(); } else { level.intro(); }
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// level.testing(); //not in rotation, used for testing
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// level.template(); //not in rotation, blank start new map development
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// level.final() //final boss level
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// level.gauntlet(); //before final boss level
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// level.labs();
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// level.testChamber()
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// level.sewers();
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// level.satellite();
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// level.skyscrapers();
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// level.aerie();
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// level.rooftops();
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// level.warehouse();
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// level.highrise();
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// level.office();
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// level.gauntlet(); //only fighting, very simple map, before final boss
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// level.house() //community level
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// level.detours() //community level
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// level.basement(); //community level
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// level.stronghold() //community level
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// level.perplex() //community level
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// level.coliseum() //community level
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// level.crossfire() //community level
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// level.vats() //community level
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// level["n-gon"]() //community level
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// level.tunnel() //community level
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// powerUps.research.changeRerolls(3000)
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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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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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@@ -3115,18 +3093,20 @@ const level = {
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if (isWaterfallFilling) {
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if (slime.height < 5500) {
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//draw slime fill
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waterFallWidth = 0.98 * waterFallWidth + 4.7 * Math.random()
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waterFallSmoothX = 0.98 * waterFallSmoothX + 3.5 * Math.random()
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waterFallX = waterFallSmoothX - 1985
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ctx.fillStyle = `hsla(160, 100%, 43%,${0.3+0.07*Math.random()})`
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ctx.fillRect(waterFallX, -5050, waterFallWidth, 6175 - slime.height)
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ctx.fillRect(waterFallX + waterFallWidth * Math.random(), -5050, 4, 6175 - slime.height)
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//push player down if they go under waterfall
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if (player.position.x > waterFallX && player.position.x < waterFallX + waterFallWidth && player.position.y < slime.height) {
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Matter.Body.setVelocity(player, {
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x: player.velocity.x,
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y: player.velocity.y + 2
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});
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if (!m.isBodiesAsleep) {
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waterFallWidth = 0.98 * waterFallWidth + 4.7 * Math.random()
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waterFallSmoothX = 0.98 * waterFallSmoothX + 3.5 * Math.random()
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waterFallX = waterFallSmoothX - 1985
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ctx.fillRect(waterFallX + waterFallWidth * Math.random(), -5050, 4, 6175 - slime.height)
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//push player down if they go under waterfall
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if (player.position.x > waterFallX && player.position.x < waterFallX + waterFallWidth && player.position.y < slime.height) {
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Matter.Body.setVelocity(player, {
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x: player.velocity.x,
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y: player.velocity.y + 2
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});
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}
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}
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slime.levelRise(riseRate)
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}
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@@ -5444,7 +5424,7 @@ const level = {
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} else {
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isLevelReversed = true;
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}
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const elevator = level.platform(4545, -200, 110, 30, -20)
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const elevator = level.elevator(4545, -220, 110, 30, -3000)
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const hazard = level.hazard(1675, -1050, 800, 150);
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const portal = level.portal({
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x: -620,
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@@ -5510,6 +5490,8 @@ const level = {
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level.exit.draw();
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level.enter.draw();
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elevator.move();
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elevator.drawTrack();
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};
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level.customTopLayer = () => {
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@@ -5525,21 +5507,6 @@ const level = {
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portal[2].draw();
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portal[3].draw();
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hazard.query();
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//elevator
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if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) {
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if (elevator.plat.position.y > -200) { //bottom
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elevator.plat.speed = -20
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elevator.pauseUntilCycle = simulation.cycle + 90
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} else if (elevator.plat.position.y < -3000) { //top
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elevator.plat.speed = 30
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elevator.pauseUntilCycle = simulation.cycle + 90
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}
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elevator.plat.position = {
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x: elevator.plat.position.x,
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y: elevator.plat.position.y + elevator.plat.speed
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}
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elevator.pointA = elevator.plat.position
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}
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};
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level.defaultZoom = 1300
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