added no power up setting to custom
This commit is contained in:
79
js/level.js
79
js/level.js
@@ -21,7 +21,7 @@ const level = {
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// for (let i = 0; i < 10; i++) {
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// mod.giveMod("laser-bot");
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// }
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// mod.giveMod("vacuum bomb")
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// mod.giveMod("cardinality")
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level.intro(); //starting level
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@@ -149,11 +149,11 @@ const level = {
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// spawn.spawner(1600, -500)
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// spawn.sniper(1700, -120, 50)
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// spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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spawn.launcher(1800, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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spawn.sniper(1200, -500)
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spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.sniper(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.snakeBoss(1200, -500)
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@@ -1817,7 +1817,7 @@ const level = {
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spawn.mapRect(-4450, -600, 2300, 750);
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spawn.mapRect(-2225, -500, 175, 550);
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// spawn.mapRect(-2600, -975, 450, 50);
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spawn.boost(-2800, -600, 1150);
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spawn.boost(-2800, -600, 1700);
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spawn.mapRect(-3450, -1325, 550, 50);
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spawn.mapRect(-3425, -2200, 525, 50);
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spawn.mapRect(-2600, -1700, 450, 50);
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@@ -2964,6 +2964,40 @@ const level = {
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spawn.randomMob(2450, 2030, 0.3)
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spawn.randomMob(3300, 1980, 0.3)
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levelCustom2();
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if (game.difficulty > 2) {
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if (Math.random() < 0.2) {
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// tether ball
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spawn.tetherBoss(8000, 630)
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let me = mob[mob.length - 1];
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me.onDeath = function () {
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this.removeCons(); //remove constraint
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spawnCouloirEnHaut()
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};
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cons[cons.length] = Constraint.create({
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pointA: {
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x: 8550,
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y: 680
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},
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bodyB: mob[mob.length - 1],
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stiffness: 0.00015
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});
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World.add(engine.world, cons[cons.length - 1]);
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if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
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} else if (game.difficulty > 3) {
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spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
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let me = mob[mob.length - 1];
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me.onDeath = function () {
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this.removeCons(); //remove constraint
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spawnCouloirEnHaut()
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};
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}
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} else {
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spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
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let me = mob[mob.length - 1];
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me.onDeath = function () {
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spawnCouloirEnHaut()
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};
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}
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}
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function spawnCouloirEnHaut() {
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@@ -3227,41 +3261,6 @@ const level = {
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spawn.randomMob(1250, 55, 0.2);
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spawn.randomMob(8800, -45, 0.2);
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spawn.randomBoss(8025, -845, 0.2);
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if (game.difficulty > 2) {
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if (Math.random() < 0.2) {
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// tether ball
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spawn.tetherBoss(8000, 630)
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let me = mob[mob.length - 1];
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me.onDeath = function () {
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this.removeCons(); //remove constraint
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spawnCouloirEnHaut()
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};
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cons[cons.length] = Constraint.create({
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pointA: {
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x: 8550,
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y: 680
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},
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bodyB: mob[mob.length - 1],
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stiffness: 0.00015
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});
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World.add(engine.world, cons[cons.length - 1]);
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if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
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} else if (game.difficulty > 3) {
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spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
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let me = mob[mob.length - 1];
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me.onDeath = function () {
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this.removeCons(); //remove constraint
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spawnCouloirEnHaut()
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};
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}
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} else {
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spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
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let me = mob[mob.length - 1];
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me.onDeath = function () {
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spawnCouloirEnHaut()
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};
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}
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},
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house() {
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const rotor = level.rotor(4315, -315, -0.0002, 120, 20, 200);
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