switch body to have its own collisiosn catagory, also made stealth field pass thorugh bodies and mobs
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23
js/level.js
23
js/level.js
@@ -99,9 +99,9 @@ const level = {
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// spawn.bodyRect(-140, -200, 50, 50);
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// spawn.bodyRect(-95, -50, 40, 50);
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// spawn.bodyRect(-90, -100, 60, 50);
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// spawn.bodyRect(300, -150, 140, 50);
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// spawn.bodyRect(300, -150, 30, 30);
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// spawn.bodyRect(300, -150, 20, 20);
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spawn.bodyRect(300, -150, 140, 50);
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spawn.bodyRect(300, -150, 30, 30);
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spawn.bodyRect(300, -150, 20, 20);
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// spawn.bodyRect(300, -150, 40, 100);
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// spawn.bodyRect(300, -150, 40, 90);
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// spawn.bodyRect(300, -150, 30, 60);
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@@ -115,10 +115,21 @@ const level = {
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// powerUps.spawn(400, -400, "field", false, '4');
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// powerUps.spawn(400, -400, "gun", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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spawn.focuser(800, -1150);
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// spawn.focuser(800, -1150);
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// spawn.groupBoss(-600, -550);
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// for (let i = 0; i < 1; ++i) {
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// spawn.shooter(800, -1150);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -100, 10);
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spawn.shooter(800, -50, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -100, 10);
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spawn.shooter(800, -50, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -100, 10);
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spawn.shooter(800, -50, 10);
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// }
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// spawn.groupBoss(900, -1070);
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// for (let i = 0; i < 20; i++) {
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@@ -1409,7 +1420,7 @@ const level = {
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//needs to be run to put bodies into the world
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for (let i = 0; i < body.length; i++) {
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//body[i].collisionFilter.group = 0;
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body[i].collisionFilter.category = 0x0000001;
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body[i].collisionFilter.category = 0x010000;
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body[i].collisionFilter.mask = 0x011111;
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body[i].classType = "body";
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World.add(engine.world, body[i]); //add to world
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