elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more jump and move faster, +15% defense (replaces squirrel cage rotor) tech: diaphragm - skin, defense cycles between -33% and +100% requires aperture tungsten carbide 150->200 maximum health but now does "crouch landings" a more Zectron damage 80->100% and it does a bit less harm to player flip-flop, relay switch are no longer skins pause brings up the most recent in game console message in game console no longer fades out it just instantly goes on and off bug fixes
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17
js/level.js
17
js/level.js
@@ -33,12 +33,12 @@ const level = {
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[0].ammo = 10000
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// tech.giveTech("tungsten carbide")
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// tech.giveTech("ship")
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// tech.giveTech("aperture")
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// tech.giveTech("diaphragm")
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// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
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// for (let i = 0; i < 1; ++i) tech.giveTech("squirrel-cage rotor")
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// for (let i = 0; i < 1; ++i) tech.giveTech("tungsten carbide")
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// for (let i = 0; i < 1; i++) tech.giveTech("CPT symmetry")
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// for (let i = 0; i < 1; i++) tech.giveTech("Meissner effect")
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// for (let i = 0; i < 1; i++) tech.giveTech("elasticity")
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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@@ -57,9 +57,13 @@ const level = {
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// for (let i = 0; i < 40; ++i) tech.giveTech()
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// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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//a for loop that produces Fibinochi numbers
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level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
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// simulation.isAutoZoom = false;
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// simulation.isAutoZoom = false; //look in close
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// simulation.zoomScale *= 0.5;
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// simulation.setZoom();
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@@ -259,7 +263,7 @@ const level = {
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level.disableExit = true
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document.getElementById("health").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
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document.getElementById("text-log").style.display = "none"
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document.getElementById("fade-out").style.opacity = 1; //slowly fades out
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setTimeout(function() {
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simulation.paused = true;
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@@ -314,6 +318,7 @@ const level = {
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}
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if (simulation.isTraining) {
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simulation.isHorizontalFlipped = false
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level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
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} else { //add remove and shuffle levels for the normal game (not training levels)
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level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
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